Category: Uncategorized (Page 2 of 4)

Mission 5

Original date: May 31, 2022

Started working on the 5th mission. Layout and items are complete, still needs powerups and enemies. I also implemented a tripwire and powerups that act as switches.

Also fixed a bug that prevented the strafe right key from working unless it was manually rebound.

A Better Teleporter

Original date: May 26, 2022

Finally figured out how to make a teleporter that doesn’t destroy and respawn the player. Gotta put the player node into “sleeping”. Thanks to Traumfalke for that hint.

Added powerups and enemies to the 4th level and “Dalande” actually does its job now.

Also, after every mission (usually 3 levels) there is now an additional scene just to make a distinction between missions.

Fixes and stuff

Original date: May 21, 2022

Mission 4 is laid out, just needs enemies and powerups. At least the minimap works, that’s always a struggle.

Managed to fix a couple of bugs, like the game trying to assign keybindings to actions that don’t exist. Someone apparently tried to think for me. I hate when software does that, because it never EVER goes well. In this case, I save the settings (keybinds, volume, …) to a dictionary. The dictionary is then saved to a JSON-file. Dictionaries are not sorted i.e. they are stored in the order the entries are added. HOWEVER, when saving a dictionary to JSON, it actually gets sorted alphabetically. Which, in this case, is stupid, because I was relying on the keybinds to be stored before the miscellaneous settings.

Keybinds are now also displayed correctly, fuel no longer resets to 10 seconds in a new session and invulnerability no longer carries over to the next mission. Also, splash damage no longer damages the player if invulnerability or supershields are active, and seeker mines can now drain supershields.

The thing that is not just a cold (and game updates)

Original date: May 19, 2022

At the moment I’m still recovering from a Covid infection (tested positive exactly one month ago). My stamina is significantly reduced (can barely make it up the stairs to my place on 3rd floor – 2nd floor for the British, and I tire very easily). I discovered reflex ball training and am trying to use that to slowly build up my stamina again. I can currently go for 5-10 minutes, depending how much I put into it, before I run out of breath.

Anyway, here’s the updates.
Turns out once the enemies noticed the player, they utilized an x-ray routine, allowing them to see the player through walls and barriers. And while they weren’t able to shoot through walls (destructable environment has not yet been implemented is not going to be a thing), they certainly tried. So I removed the x-ray routine. Enemies will now stop attacking when loosing sight of the player.

Also commissioned two songs from an awesome composer. Check him out: https://leonardbernd.com/en
Thanks to him, Cyberwraith now has an official main menu theme. I hope I’ll be able to commission more, once I raked together enough budget.

Finally, I started to lay out the next bunch of missions. If you’d like to see what that looks like, here’s a screenshot.

Contoller Support

Original date: May 16, 2022

Long hiatus because of procrastination. Finally managed to implement controller support for the menu. This was really annoying, let me tell you. Godot does provide some functionality for that with focus, but it looks bad (blue frames that usually don’t even fit the button size) and I couldn’t get it to work properly. Problem is I originally didn’t design the menu with controller support in mind, because I didn’t originally intend to add it.

What I did now was to simply detect wether the player is using a controller, and if so make the cursor snap to the buttons when the D-Pad is used. Layered menus were especially annoying becaue I had to keep track of which menu the player is currently in. It’s certainly not the most elegant method, but it works, so that’s that.

This also means that pretty much all basic functionality is now implemented. Most of what’s left is now level design and adding one or two more enemies. Well, and polishing, of course.

Improved detection

Original date: January 17, 2022

Okay, finally managed to update the way the enemies detect the player’s presence. With the previous version it was not entirely predictable how long it took for the enemies to actually see the player. Sometimes it would take them several seconds. With the new version it should work much more reliable.

Nice effect (video)

Original date:

Messing around with a better way for enemies to detect the player. I guess intersect_ray() will do. Video is the result of a test, wanted to see how it reacts with multiple enemies. Lines just show where they are looking. Interesting effect tho, might use it for something. Boss maybe?

New enemies

Original date:

Two more enemies for the bunch.

The Gespenst will appear in later levels and is a dangerous opponent.

Here’s the next of those questions for you: do you view the Dalande from above and does it face away, or does it face towards you and you view it from below?

If you’d like a wallpaper with the Dalande, check out these:

https://www.deviantart.com/irolan/art/Weltraumregenbogenschmetterling-v1-902424882
https://www.deviantart.com/irolan/art/Weltraumregenbogenschmetterling-v2-902425366

Happy New Year

Original date: December 31, 2021

Just a small update, we now have controller support. Currently the bindings of the controller cannot be changed, I don’t know if I’ll make them adjustable. Don’t think it’s necessary at this time.

Happy New Year everyone. 🙂

Boss and levels

Original date: December 28, 2021

Okay, so the first boss is implemented. He now waits at the end of the third level and seems to work fine so far.

There’s still a couple of things in the game I’m not happy with, for example the behaviour of enemies in certain situations. They can take quite long to actually detect the player, and if they loose sight of the player, they sometimes just glitch out. I’ll try to tackle that next.

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