You are browsing as a guest. Sign up (or log in) to start making projects!

Aftersignal

  • 3 Devlogs
  • 3 Total hours

Aftersignal is a 2 player co-op puzzle exploration game built in Godot 4. You and a partner land on a derelict research station, get separated, and have to explore, share info over radio, and solve puzzles together to figure out what happened to the crew that was here before you, and what they found buried under the ice. No combat, no cutscenes, just two people piecing together a mystery neither of you has the full picture of alone.

Open comments for this post

1h 1m 15s logged

Spent this session getting two players actually connected in Godot, then making it look right.
Getting connected hit four bugs in a row: a wrong node path, duplicate spawner nodes causing an already in use error, a frozen client screen caused by multiplayer authority never actually replicating to clients (fixed by having each peer derive authority from the player node name), and players falling through the floor since spawn positions were randomized on the server but never synced to the client.
Making it visible closed a few more gaps: gave each player a distinct color, fixed a camera setting that was accidentally hiding both players bodies instead of just your own, and added a MultiplayerSynchronizer so position and rotation actually sync instead of the other player staying frozen at spawn.
End result: two players can host and join, see each other in different colors, and watch each other move in real time.
Lesson learned: in Godot multiplayer, only scene structure replicates automatically. Anything computed in code needs to be recalculated the same way on every peer, or explicitly synced.
Next up: proximity or radio chat.

3
0
109
Open comments for this post

1h 6m 22s logged

Spent today actually getting Godot set up and building the first real chunk of Aftersignal.
Got a first-person controller working walk, look around, jump. Took embarrassingly long to figure out why I kept falling through the floor before realizing CSG boxes don’t have collision on by default, you have to turn it on manually per shape. Once that clicked, movement + collision just worked.
Threw a colored capsule on the player since I don’t have a real model yet good enough for now, planning to swap in a proper one later once more of the actual gameplay is in.
Biggest chunk of today was building out interaction. Camera shoots a raycast forward, and there’s a base Interactable class any object can extend. Built three versions to make sure it wasn’t just working for one hardcoded thing: a terminal, a log with its own custom message, and a pickup that deletes itself from the world when you grab it. Also added a “Press E to interact” prompt that shows up when you’re actually looking at something had a dumb bug where it just stayed on screen the whole time, turned out to be a typo in my own code, felt good catching that myself.
Next: multiplayer. Getting two people actually in the same station at the same time.

0
0
7

Delete project?

Are you sure you want to permanently delete this project? This action cannot be undone.

All devlogs, followers, and associated data will be removed.

Followers

Loading…