Immersive Sim in Godot 4: COGITO - Overview
ฝัง
- เผยแพร่เมื่อ 19 มิ.ย. 2024
- COGITO is a free First Person Immersive Sim template for Godot Engine 4.
In this video I'm showcasing the current features of this template.
GitHub: github.com/Phazorknight/Cogito
Sorry for my pronunciation at times, English is not my native language! - ภาพยนตร์และแอนิเมชัน
You are a saint for uploading this completely for free and letting people use it. Looks amazing, well done!
What a comprehensive feature set! Shaves off a lot of boilerplate code 💪
Great template! I dream of having a template for every type of Godot game in the asset library. That would make it so easy to get into it for new people or on game jams
Haha god damn theres a lot here Ive been trying to implement myself while trying to learn to code. This is going to be a great resource to compare and learn!!! Fantastic work 🎉
same
Alright guys, time to make Lethal Company's clone in Godot
Open-Source lethal company godot clone let's goo
Wait, what if we did that just for fun? 🤔
Already on it. Got voice comms and multiplayer so far. Only 99% more to go.
@@gogevandire8716 wow, nice! :3
BWT Acerola did a nice video about graphics in Lethal Company
@@gogevandire8716 can i join?
Philip,
The man
The legend
Thank you sooo much for this!!!
This is such an amazing template, where you explored a lot of scenarios and features that other free template doesn't offers. Great stuff, looking forward for it✨
Looks like really useful starting point for any first person game. Thanks Philip.
Insanely good template. I’ve just started started making game from this template immediately after watched this video. Thank you so much. Now that I know how to make game ;)
Wow this looks really amazing. Great work on this.
Thank you so much! Your videos helped me a lot when setting up the weapons/wieldables in Cogito.
@@philipdrobar Wow that so awesome to hear.
Fantastic work! Cannot wait to play around with this!
This looks amazing, well done. Makes the gears in my head start turning… hehe
God damn, that dresser implementation is pretty neat, I've been looking for something like that for ages, good job mate!
This is amazing! In the beginning of dev for a game rn and I just finished picking up and throwing mechanics but I might just use your system haha. Will be sure to credit you!
This is very promising project! Hope to see more from you!
That's actually pretty amazing work you are making.
Great overview! Thanks for building this.
This is dope, as someone with no experience this has most of the intimidating parts done exactly how I'd need them
Thank you for your contribution! I generally work on netcode so I always dread the player controller boiler plate development phase. I'm certain your contribution will shave off thousands of hours for many game devs in the future!
It's really cool! I love the inventory system a lot!
this is so cool! you're an absolute legend for doing this. this makes me wanna do gamedev again, to integrate cogito into an old project of mine, because it looks like such a godsend with fixes to a lot of things i couldn't put my finger on!
Do it! And feel free to join the discussions on GitHub.
😮 this looks great. Really have to check out how modular it truly is
This is excellent, and it's still getting updates. Great work.
Great video man, I will definitely check this out for my own project!
So cool can't wait to learn and make my own stuff. Thanks a ton
Incrível cara!
Faz tutorial passo a passo desse sistema de inventário. Ficou muito bom. Seu trabalho é incrível!
Sucesso!
Life Brazil 🇧🇷🇧🇷
Genuinely really impressive, thank you.
Amazing work! Also, your english is great!
Amazing work, thanks for sharing!
thank you so much this is so cool and useful to learn from 😍
Awesome work! Thank you for sharing it!
Great template. I think it’s always good to learn how to do stuff yourself, but if you have a game idea you want to get going with quickly, this sort of stuff is a godsend. It’s also helpful when learning to have something to reverse engineer :)
Endless admiration and respect!
Great templete!!! Thank you for make it!!! I thinking in use it for a horrorgame in a future!
Thank you! This is such an amazing starting template. First thing I noticed was not being able to climb stairs when crouching. Hopefully I'm able to fix that :D But this is so much better feeling when walking up stairs than what I had
Have you ever tried to climb stairs while crouching in real life? It's almost impossible!
Jokes aside, the stairs controller can be tweaked, but I actually haven't tried to make it work while crouched. Should be doable though.
@@philipdrobar Haha! Indeed, it's useful for being sneakysneak though.
Yeah hoping it is :) Will do my best, you might beat me to it haha.
Seriously though, it's amazing of you to share all this for free.
Mighty helpful for an artist trying to learn coding in godot
@@philipdrobar it was actually an extremely simple fix, by just swapping out the collision shape from capsule to box :D
I am super into this, thanks for making this vid
Great stuff, will definitely be looking at your door implementation lol
this looks awesome, I hope to contribute :)
Excellent work!
Very nice Project you got going and are sharing with us :D! Thank you :)
amazing work!
this looks awesome i'm going to check it out cheers
Looks amazing!
Thank you for this ill most certainly look at it!
you're amazing! i wont forget you, philip
Great work it has everything a game has
This is amazing
Omw making gloomwood 2, tysm for this btw holy heck this is really good
I'm so tempted to use your template for my project. Since it would speed up my work a lot
That's exactly what it is for.
@@philipdrobar I know, but it feels like I'm cheating
@@beneditooliveira3942 By that logic, using Godot Engine itself is already cheating. 😁 But don't worry, the hardest part is still making the game itself. 😅
such a chad for this!
Very cool! Thanks for posting !
I was only looking for a quick FPS controller and then I find something that has most of the core functionality I wanted lol. Thanks.
awesome work
this is amazing!
Amazing stuff!!
amazing project
Love this test area
Thank you so much you are benevolent
Cogito, ergodot sum! Nice work.
A true GEM👏
My brother this is fucking incredible, thank you man
Gotta say this is HUGE!
This is soo cool
¡Muchas gracias!
thanks man i was having trouble with item pickups
this is so cool
So cool! I can finally remake Deus Ex in Godot!
looks good
It's great
Legend.
thank you so much
Its feel like old source movement, for example HalfLife, really good.
amazing...
Amazing
awesome, ty
Neat! After my first "big" / "commercial" game, I had developed a bundle of scripts and features along these lines in Unity, and was hoping to use those for more projects down the line ... but Unity is now DEAD to me, and I haven't ported any of that over to Godot yet. Only thing this is missing when it comes to that lost library is a "Readables" feature, for document pick ups and the such, but that's ultimately super trivial - one would just have to extend the existing raycast based interactables system a tiny bit, so it's not necessary to even worry about.
I'll probably still end up remaking all those systems myself, simply because it's easier for me to go that route in the long term (I have an easier time debugging and extending if I understand how everything was built from the ground up, even if my methods are probably less elegant or optimal), but also ... maybe I don't HAVE to do that? I dunno. I probably still should, for learning purposes. But it's just really nice to know that a resource like this is out there. Maybe I'll check it out for, like, a jam or something in the near future and see how it jives.
Thanks for your kind words. I'm totally in the same boat. Was heavily ingested in the Unity ecosystem.
A collectable readable item is definitely something that should be pretty easy todo within the existing systems and something I was considering adding myself.
If you feel up to it, check out the GitHub. We have quite a few contributors by now that have added some really cool features and discuss potential new ones.
awesome
This is really neat, I think you should add a second key to use consumables directly in the world without having to pick them up, as that might be trouble-some to setup for some newtimers :)
Yup, I've gotten questions regarding that and I'm currently thinking of making the interaction system more flexible so you can apply multiple ones to the same object as you want.
Just wanted to follow up that this is now done and available in Beta 202402
This is great for make a game similar to Penumbra or Amnesio in Godot
This looks so nice. A tutorial showing how to do this would be a great learning material. Or at least you going through the code and explaining it. Is there documentation/comments that explain how things work?
More tutorials are planned, but currently a lot of features are still being worked on and thus changing, so I'm holding off a bit on more documentation until things settle.
Really good template just the camera can be improved to have smooth movement because is directly related to the mouse movement and for some games that would be better, it is really nice you could ask to get it on the godot Asset as well
Good news: COGITO is now also on the Godot Asset Library, linking to the GitHub.
i love you bro
inverted y axis = true. you monster!!! :D
This is great but I just wanted to point out that the video title has a typo (it says Immversive instead of Immersive)
Thanks, good catch! Should be fixed now.
This is really good dude, can you also add leaning mechanic too?
Thanks! Currently there are no plans for a leaning mechanic, but you're not the first to request it. I think some contributors on GitHub were looking into implementing it.
Might use this to replace the work I did in unity to make an FPS interesting!!
Go for it! A big reason I started making this was because I came over from Unity and couldn't find similar assets that I've used with Unity for Godot.
Thank you sir for this GOLD MINE! We are very blessed to have you. I have some questions:
Is there plans to have documentation about how we can modify UI elements placement? all of the different scripts in relation to each others. A guide for changing assets / animations / input / sounds etc.
Try to decribe how things ties together like you talk to a 5 years old please lol. This is sooooooo good Its just me being stupid.
Thank you and you're welcome! It's made to be modified/taken apart for however works best for you! Make sure to read the tooltips in the inspector.
I'm (slowly) trying to update the documentation + do some small videos explaining how it's all set up. . Checking the documentation linked in the GitHub would be your first stop, though I know there is still a lot of stuff missing. If you have specific questions, feel free to ask on the Discussions page as well.
Lets say I want to add more hot bar inventory slots and transform its position elsewhere on the screen. Is there a parent position wrapper thing I can move on the x and y axis?
@@thrive5985 Everything HUD related is inside the Player_HUD scene. You want to take a look at the HotBarInventory scene. Be aware that if you move these nodes around, the scripts might loose the reference, so you might need to edit those (should be easy to fix).
The hotbar slots themselves get instanced on runtime. I've just pushed an update that exposes the value used to set how many slots the hotbar displays, but use with caution. Hope this helps.
I can scale the Hotbatinventory, rotate or change size but it is not allowing me to transform its position elsewhere even if it shows it does in the scene. Whenever I run the game its static at 0.
@@thrive5985 please open an issue on the GitHub with any repro steps you can provide. I assume this is due to how the containers are nested.
It says that future updates planned. Intrigued on what they would be? Would they include ai? And setting menus and difficulty options (easy, medium, hard etc)for changing how much damage and health you can give and recieve? This asset is amazing!
epic
Haven't downloaded this to play around yet. But can switchables also be triggered automatically by player proximity (eg. walking over a designated area) instead of interacting with the object?
This isn't currently showcased in the Demo scene, but is very easy to hook up yourself. Just create an Area3D and hook up it's signals to an interactable object. Just gotta make sure you pass the right stuff.
Deus Ex POG
I love you
This is really good, but a a bit hard to read throught the whole system(and maybe to modify it? or move/integrate it into an another, already existing project). Still, the best complete template for 3d in godot 4.
Also, i found a "bug": if i shoot, and deselect/put away the weapon, the bullet i shoot will be invisible, but its still possible to pick up.
OH! thanks for flagging this!
that's definitely a bug but I think I know what's causing this. Will look into fixing it.
Fucking amazing
I've started so many game dev projects and become frustrated by trying to implement seemingly "small" things like the features shown off here - I might have to take a look at this template if I ever get serious about making my Thief-style imsim.
How did you integrate wepons to the inventory, I also watched the devlogan's video to make my inventory system but cant seem to be able to integrate wieldables in my system.
Yeah, those aren't really covered much in devlogan's video. Feel free to take a look at how COGITO does it, but the general idea is that I have it split up between what I call WieldableItems that are whats in the inventory system, and WieldableNodes that are attached to the player and is what the player "sees" when holding/shooting etc. The Player Interaction Component manages the communication between the two. The Player technically always has all WieldableNodes in it's Scene but can only use them if they have the corresponding WieldableItem / Ammo etc.
@@philipdrobar I hope you make a tutorial soon, and thank you for making this free.
Does putting each object on its own collision layer have a performance impact?
Sorry, I might've phrased that badly in the video. Every collision object in a 3D Scene is on a collision layer (Layer 1 by default). But the interaction layer checks for a separate layer from the default one (Layer 2). So COGITO per default uses only 2 layers and there shouldn't be any major performance impact just from that.
@@philipdrobar Ah I see. That makes more sense, thanks!
I can't get the combine feature to work by dragging and dropping the Diamond Half keys in-game
Are you "picking up" / left click one half and then "use" / right click it with the other half?
Dragging as in click-and-hold is not supported as to maintain gamepad compatibility.
It would be awesome if you could add an option to make objects that take multiple inventory spaces along specific developer-defined shapes for more interesting inventory management a.k.a. inventory tetris.
I understand what you mean, but this would fundamentally change how the inventory system in COGITO works, so there's currently no plan to implement this.
@@philipdrobar Damn, sad to hear. Can you at least make it modular so it's easy to swap one inventory system for another? That way I could code it myself.
@@UltimatePerfection That should be doable. Will try to make the included inventory system a component of the Player, so it's easier to swap it out for a custom system.
Sort of reminds me of source engine base
except in my template the ladder climbing speed doesn't multiply if you climb it diagonally 😅😅