../../static_files/software verdieping onderzoek.pdf
Reflection on Project
I made the scope way to big, and i should have build a whole godamn site, but it was fun to do. This is my final project for sintlucas, as i have realised for the final time that the things they teach us arnt useful to me. Add that to the promises they made, 2 month burnout of teachers, the godamn drawing lessons, and having a teacher that hasn’t been teaching us for 2 whole periods (that’s 4 fucking months btw). Unstuctured lessons and other such stuff. I have decided to drop out.
School klachten
General Plan
3 kleine games maken in deze period waar ik verschillende onderwerpen mix.
Of5 kleine projecten maken in deze period van elk onderwerp.
Of1 groot project waar ik alle onderwerpen die ik wil leren in 1 doe.
Of mix van deze 3 dingen, **ik kan mijn plan altijd nog aanpassen.
**(audio doe ik erbij also er tijd voor is)
Milestones
- Player can shoot en kogels weerkaatsen van objecten. (physics engine)
- Player movement.
- Enemy detection. (state machine)
- Enemy + Player health.
- Player en geweer animatie.
- Enemy animatie.
PDF onderzoek
Backlog
- animation
- score
- rewrite code so that it staticaly typed
- Player
- look around/mouse follow
- player can move
- configure animation player
- health
- Shooting
on bullet shapes- bullets
- cooldown(with timer)
- score calculation(per bounce multiplier of 2 when hitting walls)
- bounce
- destruction(wall/player/bullet)
- walls
- Enemy
- movement
- navigation mesh
- state machine
- detection
- health
- movement
- Miscellaneous
- configured official git plugin
- automatic build of game with GitHub action
- automatic create a release of the game
- configured new site so that I don’t have to update class notebook
- playtesting
Progress per week:
Week 2:
- player follows mouse
- configured git plugin so I can commit from inside Godot.
Week 3:
Sick:
Every time I commit and push github actions automatically builds and creates a release.
Week 4:
- sick: but I’m beginning to move my site to using Quartz
Week 5:
- finished moving my site to new framework, and uploading this to my site.
- implemented basic bounce to game
- updated Godot to version 4.4.1
- updated Script-IDE to version 1.7.0
Week 6:
I got basic animation to work.
got the shooting timer to work, so that you cant shoot infinitely fast.
Week 7:
learning about Godot Static Typing and will be rewriting code next week
Week 8:
Rewriting my code so that’s its Staticcaly Typed
currently stuck, as I cant call a variable from a unsafe space anymore.
Week 9:
I have begun creating a simple enemy, that wil chase me. this will work with a navigation mesh
Week 10:
finished creating enemy, it doest have health as that wil take to long to implement.
Eneny will chase you when you are within its raycast, and will continue following you 5 seconds after you left its raycast
Difficulties:
that the origin is spinning with the mouse follow, problem was that could shoot myself in the face. so I had to lock the origin of the bullets to fix it.
interactions was difficult to work with
What (collision) shape should my bullets be?
most games have their bullets rectangular bullets, but more cartoon like game have them in a circle.
My bullets need to bounce of the wall, so I can make them a cube for more predictability or a circle for more chaos(as you cant really predict how they land)
I will just test both and see which one is easier to work with.




