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Suiheisen

  • 13 Devlogs
  • 17 Total hours

I'm building a 2.5D game that matches my SuiheisenPad, which is my first custom macropad with 4 keys. It's about a Korean salaryman who is tired of the office life and working under chaebols and runs out of his office building. He's decided that he'll try to run until he can touch the horizon. However, once he reaches the street he has to avoid tons of obstacles.

Ship #1

# Suiheisen
This is Suiheisen, a 2.5D game meant to be paired with my own custom macropad (SuiheisenPad) that features four keys.

## Backstory
You're a Korean salaryman and you escape your chaebol office building to just run and chase the horizon. You don't know where your legs are taking you, but you don't care as long as it's far away from your dreaded cubicle. But obstacles wait for you on the road...because the universe just LOVES you. (or maybe it's the chaebols sending the obstacles?? :0)

## Controls:
- z -> dodge left
- x -> OK/enter
- c -> duck
- v -> right

I hope you have fun! I apologize that it's really unpolished but I think it's an MVP and I'm looking forward to future projects I have piled up!
This honestly took me so long but I had a lot of fun learning how to make an infinite scroller in 3D! This was my first 3D game by the way :) (though it's more like 2.5D)

Excited to see all the feedback you guys give!

  • 13 devlogs
  • 17h
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1h 24m 39s logged

Audio + Speed scaling + Pause menu

Audio

Took sounds from freesound.org that had CreativeCommons0 licenses and used them in my game! it makes it feel so much more alive :)

Speed scaling

Now the game is harder because the obstacles move back faster as the game progresses. I used an autoload Timer for this and it works surprisingly well!
I hope you guys get to try my game out! I’m shipping it rn!

Pause menu

Now if someone calls you in the middle of you playing this game you won’t rage quit lol

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2h 1m 37s logged

Buildings added

Buildings

I modeled them in blender and stuff and made them modular. There are 5 types of buildings in total currently and 4 building chunk modules.

Spawn tweaks

I tweaked some spawner settings bc the more u got into the game the more weirdly the spawning would be like bursts of difficulty instead of constant accelerated difficulty. so fixed that :)

Future additions

  • roads and buildings get faster so you feel how everything is getting faster
  • audio
  • basic pause menu
    after i finish those future additions I’ll finally ship Suiheisen’s first addition :D
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1h 51m 52s logged

Sky and more obsacles added

I added the limbo obstacle and now obstacle modularity is completely finished so i can just model obstacles and plug them in really easily. I also added a tutorial at the start for keyboard users.

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2h 25m 25s logged

obstacles + more!! :DDDDD

Obstacles

now there is:

  • sawhorse barricade
  • ‘road work ahead’ sign
  • traffic cone
    all art and modeling and coloring etc done by me :D
    and i made the obstacle adding system modular so it’s really easy to add more obstacles as needed
    collisions are also all fine tuned to minimize rage quit lol

Player adjustments + bug fixes

Fixed a bug so now start screen fade out animation works as expected
the player’s height and camera was adjusted so obstacles are better seen and scaling is more realistic

future additions

  • proper limbo obstacles and separating them from regular obstacles
  • adding a pixelated sky texture via aseprite and godot worldenvironment
  • sfx possibly
  • buildings to surround the road to make it more lively and realistic
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38m 37s logged

IT WORKS

Finally made modules for road terrain so now it looks like the thing is an actual infinite scroller now 😭 😭 😭 yessssssss

Art

  • I had to draw aseprite road textures myself
  • I also imported them in blender and after a lot of finessing I got them to this size. i actually might resize because it makes the player look super tiny lolll

scripts

I just made an array of the Node3Ds that had MeshInstance3Ds of each kind of road and made the spawner terrain controller thing alternate between them two :))

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1h 50m 49s logged

i’m losing my mind…

i’m trying to figure out how to make an infinite scroller in 3d godot but since it’s not like 2d u can’t just put parallax… u need to actual write a script to generate the mesh and get rid of them accordingly while moving all the mesh towards the player. and my tiny brain cannot wrap my head around it. so here’s what it looks like so far before i find out how to do this infinite 3d scroller thing :’)

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56m 40s logged

Finished start screen!

Art

Art for the background of the start_screen and the blinking is done ! this took me hours holy moly

Animations

Coded and configured AnimationPlayer node to create this cool set of events when u boot the game
Basic code overall but super time consuming

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1h 10m 41s logged

Game Over screen polished

Game over graphics

now the game over scene has a cool cubicle graphic (i drew it on aseprite all graphics here are custom-made) and it blinks. the instruction to go back to the start menu looks like that because this game is supposed to pair with my SuiheisenPad micropad (like an arcade machine)
The cubicle changes depending on the message that the game chooses

Player collision bug fixes + movement fixes

Now the player goes still when the game is over and it’s fading out, and the player’s side dodge collisions aren’t spheres but custom convex 3D shapes so that they can’t dodge the limbo obstacle

Fade out animations

now when game over happens the main scene fades out to black and game over fades in
yippee

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28m 53s logged

game over messages + more

asset update

I made the running animation look less cut off on the sides
I made the dodging animations more polished with outlines

game over scene

when the horizon bar is at 0 the game over scene is cued

game over messages

now there’s a randomization of 4 messages, them being

  1. it looks like you’re working overtime…
  2. it was worth a shot i guess?
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21m 15s logged

Horizon concept

Horizon bar added

I added the horizon bar, which is basically this game’s version of a health bar. It’s to fit the concept tho. Basically, the premise of the game is that this office worker is trying to escape his mundane office life running towards the horizon. (wants to chase the horizon and touch it) so yeah that’s why the bar is a sky themed thing–it’s to represent the horizon almost.

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1h 55m 25s logged

FINALLY difficulty progression + points registering system

This took me way too long to figure out

Difficulty progression

the obstacles spawn more frequently by 1% every 3 seconds
spawning cap and cooldown for spawning are safeguards so that the game isn’t impossible

Points registering

If the player successfully avoids the obstacle, points are registered. If not, then points are not registered (soon there will be a consequence implemented as well.)

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45m 2s logged

Obstacles and Collision

Player collision

Player collision optimized so that people don’t rage quit while playing lollll I had to make custom convex CollisionShapeD for limbo and regular running position

Player movement

Player now is forced to return to the running position after 0.5 seconds! unless you spam the button–in that case the player will remain in that position.

Obstacles

Obstacles now spawn randomly with a slightly higher weight for the limbo obstacle (1.2x more likely to pop up, tentative number)
Collisions are looking good so far! I will update them accordingly if they’re not accurate but they’ve been through like 10 rounds of optimization atp lol

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45m 15s logged

Basic movement and collision established!

Scripts / spawners and collision

As you can see, I also assigned CollisionShape3D based on the character’s position. So when the player doesn’t dodge this left obstacle that is repeatedly spawned after 3 seconds, it will print “OI HIT” but if the player dodges to the right then it won’t collide. Obviously I’ll replace this OI HIT printing with actual game logic, namely losing a life.

Art

I made a basic running animation as well as dodging animations to accompany it. I stupidly made an idle animation and quickly realized I wouldn’t ever use it but whatevs.

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