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<script lang="ts"> import Video from "$lib/video.svelte"; import ImageSubtitle from "$lib/image-subtitle.svelte"; </script>

I've unfortunately not gotten a lot done lately. Both an internship and many university courseworks had robbed me of much time, while the remainder of my free time had been taken up by a lack of motivation for working on my game. Despite this, I've still made a little bit of progress that I'm quite happy to share here!

Back to Title Screen

I needed a means to launch different levels quickly, so I created a basic title screen for the game! Behind this is a basic custom level manager that allows for launching and switching between different levels. Currently, there exist two of them Unity and Arena. Unity is the original level that's been in the game since day 1, using Unity's (old) logo as a floor plane, mostly as a joke because I switched from Unity to Godot.

The title screen displaying two levels: Unity and Arena

Level 2: Arena

The arena level is a new addition, everyone welcome the arena! While I do intend to design a proper arena for the final game, this arena is intended to test enemies and the arena menu.

A panorama of the arena with a blue sky, white clouds, and an arena terminal

The computer over there is the arena terminal. By interacting with it, you can select an arena challenge. Currently, it doesn't work. The menu does work! But the buttons don't do anything so far.

Three arena challenges displayed in the arena terminal UI

Talking about yourself in the 3rd person

I discovered this great plugin for Godot called Phantom Camera. It's a plugin that allows you to use agents to control the game camera smoothly, efficiently, and hassle-free. In order to implement it in my game, I only had to do the totally easy task of ripping out my entire camera system. It totally didn't almost make me restart the project from scratch. But it works flawlessly now!

An over-the-shoulder view of the protagonist aiming the N5 Blaster

It wasn't quite flawless from the start though. I had issues with the camera facing my character's front instead of their back. Turns out though, that's not the camera's fault; Phantom Camera's agent was specifically designed to look at the character's back only problem was that my character model was facing the wrong way! Fixing that took a little bit of time, but I got it done, and now the camera works pretty decently. I even added two more fancy camera gizmos: the first one is a level overview camera, like in Ratchet & Clank! It shows an overview of the level when you enter it. It smootly transitions to the player once any input is made.

A panorama shot of the Unity level with the brick wall filling the entire left half

The other is an over-the-shoulder camera! This one allows for (allegedly) more precise aiming. Come to think of it, I should actually turn down the camera sensitivity when the player is in this mode...