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.