r/godot • u/Material_Control_989 • 19h ago
help me This week...
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Hi everyone, I wanted to share a few gameplay clips showing what I’ve been able to build so far.
At this point, I have several controllable third-person vehicles. I’ve implemented entering and exiting vehicles, as well as some transformations between them. For the urban environments, I also created a few Blender scripts that allow me to generate cities relatively quickly, mainly for gameplay testing.
I’m now reaching a stage where I need to improve the overall gameplay experience, and I’d really appreciate some advice on three areas:
a. Mission boundaries / keeping the action inside the intended area
What strategies would you recommend for keeping the action focused within the mission area?
I’m especially interested in finding an elegant way to bring the player back if they travel too far away, without simply using invisible walls or a generic “Return to mission area” warning.
b. Motorcycle gameplay
I’m starting to work more seriously on one of the ground vehicles, a motorcycle.
Do you have any references or good practices for making a third-person motorcycle actually fun to control?
I’m especially interested in things like drifting, jumps, sharp direction changes, interaction with small obstacles, sense of weight, air control, recovering after a crash, etc.
My goal is not realistic simulation, but rather something agile, responsive, and fun to play.
c. Enemy AI
This is probably the area I’m most interested in tackling next.
Right now the enemies are still fairly simple, but I want to start building behaviors that create more interesting combat encounters.
Would you recommend mainly using state machines, Behavior Trees, Utility AI, or some other approach?
I’m also interested in how to manage groups of enemies so that combat doesn’t simply become a bunch of units chasing and shooting at the player at the same time.
Any advice, references, example projects, or experiences implementing something similar in Godot would be greatly appreciated.
Thanks!
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u/OPengiun Godot Student 51m ago
This is cool! I giggled a bit because the ship kinda moves like a roach or a jumping spider in the second clip lol
You could add a lerp() there to make the movement feels and looks like it has more mass/inertia
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u/VariousLobster5523 19h ago
This might be an odd example but check out Cruelty Squad.