stardance has been extended another month! the new deadline is october 31 :)

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6h 36m 18s logged

I have made Space Invaders successfully!, building it around a formation-based alien system with a CharacterBody2D player, grouped collision detection, and a Formation node that spawns rows of aliens, moves them as one unit, and steps them down and speeds them up as more get killed. Aliens fire back at random intervals, the player has lives with a brief invulnerability window after getting hit, and there are destructible shield blocks and a bonus UFO for extra points. I have integrated this with my original machine manager, so the game runs on the same flow as the pong game from before, attract mode when idle, countdown on start, and a continue system that spends a credit to keep a match going after a game over. Score, lives, and a persistent high score are all tracked and saved to disk.
I am now going to move onto a simple snake game and then maybe even breakout? please leave suggestions.

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6h 26m 22s logged

i have begun writing my devlogs per day in word but i forgot to give my last one so heres both in one.

Today I
have implemented the backend for a racing game for the arcade, I have utilized
the characterbody3d controller with spherecast3d for the wheels to simulate
suspension realistically (if it worked) I have had many issues with handling
and stability so looking forward this concept will stay in the files if I have
an idea how to improve but I am now going to move onto recreating space
invaders.

Today I have
spent some time creating a spacewar remake with not much success with a few
glitches. It has the ability to shoot bullets from both ends in the code but
none of the actually shoot. The aliens then end up falling out of the world for
some reason. I have cleaned up the code for the arcade machine manager to make
it extendable to many other use cases using export variables to be able to
easily adapt it.

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2h 5m logged

I have begun working on some of the main mechanics for the game and the game map itself, the game now has a credits ssytem that saves to your local system, by having this i can implement achievements and stuff down the road. I have fixed the pong game a bit and made it a lot more stable to play and made the ai work. It also has attract mode! i am doing all of this so i can easily replicate the systems throughout many machines using the same base scripts. I have added textures and made the graphics better also adding mountains. My next steps are finishing the first game and the mechanics to do with it and then moving onto the next game, please give me recommendations on slack or here :)

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4h 55m 35s logged

I have begun working on the arcade machine side of things it is very
buggy at this stage but it works, there will be a lot of changes. 1. I
have created a simple game of pong with a CPU character and one that you
can control, it has scores, high scores (saved locally) and a countdown
system. 2. The machine has a manager, this handles things such as the
inputting of credits (currency for the machines that you can earn by
doing things like high scores and stuff) and it handles the area3d node
that detects that you are trying to play the machine (and insert
credits), It also handles a simple attract mode with a blinking INSERT
CREDIT text that is very horribly optimised but it works!. I have added
in a wallet system that saves your credits and i have modelled a cool
arcade machine. The next things i am going to work on is perfecting the
game of pong, making the machine art for it, and then moving onto
creating another game (possibly a racing game but not confirmed!)

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2h 23m 34s logged

I have begun transforming the aim and genre of the game, it is now going to be a game where you play arcade machines and stuff (using all the original maps and code i had already) i have created a simple area and optimised the player controller, the original protocol-z will also be a game in the arcade!

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1h 21m 31s logged

Today I worked on a few small issues and implemented a few things
What I worked on:
Fixed the
player killing system, the player now effectively takes damageImplemented
controller input and rumble supportFixed a AI
performance issuebegan creating
the base script for the inventory – you can now pick up and put
items in your inventory

What needs
doing/fixing
A usable UI for
the inventoryImplement a
death screen and a way to eat and drink to healbackend for the
inventory

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8h 31m 31s logged

I have been working on the 3D modelling side of things to populate the game world for a few weeks now, I have modeled and rigged a zombie and a human using Rigify and i have modeled a town for the game as well. I also modeled a van that will be driveable within the game. There is a lot of room for improvement that will definitely be happening but i am now going to focus on the coding side of things before i finish the game map and stuff. I have no idea why it will only let me attach one image so i added in a image of my very “detailed” car

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