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3d adventure #2
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Added a placeholder mesh, and more importantly, you can interact with it.
snoweuph
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Feb 22, 2025
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they follow you in a snake-like formation.
now in triangular formations
use [, ], and \ for controls
also added base thing
That's pretty much it
I just changed a few things, mostly setting any scene changes to be called deferred, and small camera adjustments.
I managed to get the camera onto a spring arm so that it wont clip through walls as much.
The player will now look in the direction they are walking unless attacking in which case it reverts to the previous behavior of facing the direction of the mouse.
The player input wasnt rotating correctly with the new camera system, I just realized this and fixed it.
and also added gravity for enemy
I changed up the units - we may be leaving behind the follower system but I kept some of that in, either way I added the ability to manifest units that are thrown, using the combat unit throwing type.
I added functionality for each unit types unique throwing style
level_1 update + enemy_logic + ally_collecting enemies now return to their position level_1 has an exit portal and a pillar to climb on, along with the bridge units can now be collected, by a press of a button.
…into 3d_adventure
A small quickfix for the last push so the game doesnt crash on launch.
Added nicknames above player Added nicknames above things that belong to player(units) or made by player (buildings) Added in-game chat Also fixed blueprint and module gun not working in multiplayer (for a second time)
A Prototype City
Quadratus's mesh of "ProtoCity" was imported into the game.
Enemies shoot when in certain range dev tools(enemy spawner/killer) Enemy fixes
and made buildings drop scrap when dying (80% of original cost)
Demolish buildings on Y, Ctrl+Z to call all units, regardless of what they're doing, and chat bugfix, where it would scroll all the way up everytime someone sends a message(you had to manually scroll down for that) And bug fixes.
blueprint can be now rotated by pressing R Player can place workshop/blueprint depensing on mouse position(also constrained within range of 10 meters)
Added sniper turret, and also non-collector units do not collect scrap anymore(finally)
Added ability to block(unable to attack when doing that + 0.1x damage when blocking), press Q Added ability to lock-on to enemies, press G in order to look at the nearest enemy Added labels onto demolishing, collection and lock-on to show what buttons must be pressed in order to activate.
Added platformer and "third wall"
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I added the prototype of this game that features:
-playable character that looks at the mouse position
-NPC that you can interact with
-Dialogue which has options.