Just got yourself your 51st sub. I've been thinking about trying working on a little dungeon crawler on Godot, mostly as a hobby, and your vids are really enlightening.
@@Kaio_H_P Thanks for the sub! I'm happy to share any details of how I do things. But bear in mind I am a hobbyist too so don't claim and guru status lol
@@ReverendWolfgang Actually, I'm really curious about how you added stairs and crouch passages to the grid movement, most grid movement tutorials I watched don't seem to go that deep.
@@Kaio_H_P forgive me for not replying earlier, i didn't seem to get a notify for this! all the movement is raycast based. i want the gridmap to be the source of truth for the level. so i have two sets of "directional" rays for standing and crouching, and one set for testing ground. if the directions are clear and the ground casts hit, i tween to the hit point of the ground raycast. from there, i just work on the understanding that a stair will be 1 meter taller in the center than the ground or the previous stair, letting me climb up. for the crouching, the player is meant to be "about a meter tall" so if there's a hole there, you move on through. if anything is unclear i'm happy to elaborate!
@@ReverendWolfgang If u could elaborate a bit that would be really helpful, specially for the ground cast. So u got raycasts in all directions both for normal player height and crouching height?
@@Kaio_H_P so, i have basically a big glob of raycast3d's. four at 2m height check forward, backward, left, and right. four at 1m height check the same. the last 4 sit at the ends of those raycasts pointing down. when i want to move, i check the standing raycast forward, and the raycast down. when i'm crouched, i check the crouching forward and the down. if nothing is blocking forward, and there is a ground to stand on, we move. the ground checks are just over 1m tall to allow for the stairs
Dammm thats awesome
Just got yourself your 51st sub. I've been thinking about trying working on a little dungeon crawler on Godot, mostly as a hobby, and your vids are really enlightening.
@@Kaio_H_P Thanks for the sub! I'm happy to share any details of how I do things. But bear in mind I am a hobbyist too so don't claim and guru status lol
@@ReverendWolfgang Actually, I'm really curious about how you added stairs and crouch passages to the grid movement, most grid movement tutorials I watched don't seem to go that deep.
@@Kaio_H_P forgive me for not replying earlier, i didn't seem to get a notify for this!
all the movement is raycast based. i want the gridmap to be the source of truth for the level. so i have two sets of "directional" rays for standing and crouching, and one set for testing ground. if the directions are clear and the ground casts hit, i tween to the hit point of the ground raycast. from there, i just work on the understanding that a stair will be 1 meter taller in the center than the ground or the previous stair, letting me climb up. for the crouching, the player is meant to be "about a meter tall" so if there's a hole there, you move on through.
if anything is unclear i'm happy to elaborate!
@@ReverendWolfgang If u could elaborate a bit that would be really helpful, specially for the ground cast.
So u got raycasts in all directions both for normal player height and crouching height?
@@Kaio_H_P so, i have basically a big glob of raycast3d's. four at 2m height check forward, backward, left, and right. four at 1m height check the same. the last 4 sit at the ends of those raycasts pointing down. when i want to move, i check the standing raycast forward, and the raycast down. when i'm crouched, i check the crouching forward and the down. if nothing is blocking forward, and there is a ground to stand on, we move. the ground checks are just over 1m tall to allow for the stairs