Apr 7, 2016

CODENAME: Godot Gear Solid


You might be wondering what have been up to lately, and i don't blame you, i'm wondering it too, i just have tryed so many things this past weeks that i want to share some of it with you, this time is a Devlog of a project being developed on Godot Engine: The project's CODENAME is:

Godot Gear Solid


This is a project i started recently. I have wanted to recreate Metal Gear Solid's mechanics for so long, but didn't dare for some reasons:
  • First, i didn't have any 3D resources and didn't feel skilled enough to make my own
  • Second, I didn't want to steal (or borrow) the original resources, this is related to the first one
  • Third, i was a little scared to mess with rotation on 3D since i filed to do it in the past
  • Four, i didn't feel i had enought time to face a project so complex

I ended up solving all these problems the only way a project arises: stop complaining and work. I want to tell you the history using images.

First of all, i actuallyu wanted to see how dificult was to setup a gridmap, so when i had to decide kind of meshes should i use, i shorly decide some simple walls with some metallic and granite would do, always inspired by metal gear's simplitic level design.


It worked so well that i wanted a character walking on it, but i didnt want any character, i wanted my own G-Chan, so i decided to look around on google and finished finding this t-pose drawing:



i started modeling it myself, there was many problems and i'm obviously not a profesional on blender:



But ended up with something usable with an idle and walk animation:



it just worked so well:



that i wanted to make it walk against the walls:



So far this was amazing, setting up the animations took mi a hole day, but a much more difficult task was waiting for me: Setting up the camera system, allowint to interpolate the camera positions in a flexible way, so i could edit de level in a way i can have different camera locations and still be sure the system is flexible enought for future uses in spaces where a default placement will not improve the player's perception of the map:



Since this state this project have been waiting for a new burst of inspiration. Next step could be neighter make a real polished G-Chan or add a Robo-Sentry patrolling the test_room corridors... in case i do the seccond i'm prepared, just in case...


Like everyone else i wonder what's waiting for G-Chan in the future....


Do you want to help me keep creating amazing mechanics and share my knowledge? Maybe you want to make a donation, or maybe you dont, For sure i want and will keep sharing my work, so feel free to support or not, after all, it's free and will always to be free.

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