Okay! Some more exciting stuff is happening around here! Here’s what we’ve got so far:
- Click to move, moving with navmesh
- Controllable free camera
- Movement with WASD along the XZ axes
- Q and E to rotate around the level
- Scroll wheel to zoom
- Found some blueprint assets to help greyboxing a bit for my movement tests
Click to Move
This one is what I’m most excited about. It was actually surprisingly straightforward with Godot’s navigation tools. While this is a pretty basic level to just test it, I was able to get the navmesh generated pretty easily and quickly.
There will definitely have to be tweaking, especially when I get a real character mesh in the game. Until then though, we continue!
Camera Movement
This wasn’t as straightforward for me. It took a few different attempts at different ways of creating the camera, and the linear algebra/vector math was a thorn in my side for a bit. However, I think I ended up with an end product I actually like.
My baseline was Warhammer 40,000: Rogue Trader by Owlcat. This game employs WASD movement for the camera, you can rotate around and zoom in/out. One thing I want to add though is the ability to “focus” on the main character and follow them. That way movement isn’t click, then WASD around to find them.
What’s next?
Next I’m going to work on the player name, save system and player attributes. This is so I can start to handle skill checks which will be the first real “mechanic” of the game!
