sydney funhouse

Development Log :3

im too busy coding videogame to build a proper blog framework. please enjoy this mess. p.s. there is no autocorrect and i aint doin all that


day 1: cyber kitty city
8-10-2026

hello folks. we are officially in the mines.
for 3dcharacterbody in godot, you have to manually code all of the physics. this is great for specializing your movement to work perfectly in the scope of your game however this is so much freaking work. while its technically not day 1 of coding, this will be my first dev log of anything substantial. i also have no idea how to add gifs or anything. porting this beast of a blog is gonna be a pain in the ass later but thats a future me problem. REGARDLESS, heres what we have so far: our little character buddy can walk the talk (no talking) and jump. we are doing this through applied velocity and vectors. i had a lot of help from my brother in this department so please forgive the explanation. as i understand it, we take the key inputs (wasd) charted on 2dvector(x,y), then normalize them to the 3d space i.e. vector3 (x, space input, z). at some point we account for the mouse direction so you aren't controlling yourself like a drone. most of my work has gone into the state machine. i hate the state machine. as a graduate of computer science, i felt the determination to avoid spaghetti code at any cost but i think its not possible. you can't have all separate methods because you need the current delta from physics process.
(while writing this it occurred to me you can just pass the delta as an argument into the methods that require it)
i dont wanna refactor the code again :(
i will be back after i refactor the code again.

day 2: another altercation with gravity
8-12-2026

good afternoon. another day another dollar
so i didn't refactor the code because fuck it. i looked at a similar codebase for 3dcharbody movements and they have like two methods and a lot of conditional statements so we ball. i'd rather have something imperfect than refactoring forever. in terms of progress, there are two major developments. i fixed the hitbox from sinking into the ground during crouch AND i've added ledge detection. does it work consistently? no. can you still move during crouch when you're not supposed to? yes. i'll fix it when i figure out how to fix it. the ledge grab has also been a pain in the ass. i made a handy chart but gravity remains an issue. if we apply gravity, you will fall from the ledge; grabless. if we don't apply gravity, you freeze like intended, but for now you get stuck in the hanging state and jump sends you into the sun. who would have guessed there could be something wrong with my state machine.... today i will investigate godot timers. one day at a time. i will eventually fix everything and then the game will be magically finished. wishlist today!