It's all Path3D nodes, I figured that was the only way I'd be able to finish something decent in 48 hours. The enemy ships and player are just PathFollow3D nodes with a script that makes them move along the paths at a fixed speed. I had plans for enemies to shoot back but had to cut them for time so the enemies that made it in are just moving targets with no AI. Even the maneuvers they pull near the end are just from me tilting the path to make them spin; although, I do use trigger areas along the player's path to activate the enemy spawners so I didn't have to manually time everything to sync up.
My player scene is a little more complicated and has some logic to let the ship move along a rectangular plane attached to the path. The camera is also somewhat dynamic and tries to keep the ship and reticule on screen but other than that, the gameplay is pre-scripted.
I did use some really basic programmatic animation in a few places like for the camera on the main menu and some of the visual effects like the lightning and projectiles. Everything else, including the scene transitions, is done with AnimationPlayers.
The quality is insane, simply hard to believe this was made in 40 hours. I thought you working 40 hours is impressive enough (your comment on the post) but this game is much better than what I could imagine.
Thanks for checking it out and yeah, I'm still trying to fix my sleep schedule from this, but I think it was worth it!
It's funny, I used JSFXR for all the sound-effects and was trying to make something that sounded like turbines spinning-up and didn't even realize until after I submitted just how much it sounded like Mario.
I'm actually not using any special shaders here. The game is natively running in 256x224 to get the pixelation and I enabled Godot's integer upscaling to make the window bigger. I did use a couple standard material shaders with a solid color to tint the Kenney assets though.
Really neat game, great old school vibes with it. Reminds me of Starfox and a game I use to play on 3D0 called Total Eclipse. It's also refreshing to see a itch page that is well designed, it adds so much to the overall aesthetic a ton of people miss that :) Great job!
Thanks for playing! SNES SuperFX was definitely the aesthetic I was going for. The Kenney/Kay assets work really well for that retro 3D look when you drop the render resolution and disable lighting. I'm never quite sure what to do for my jam pages so I just leaned into the hazard stripes. I think next time around, I'll borrow an idea from your page and use images as my titles instead of header tags. It looks way more polished that way.
I'll have to give Total Eclipse a try - I've come to love rail shooters like Starfox 64 and Galaga: Destination Earth (PS1).
Oh man, Panzer Dragoon is awesome maybe one of the best railshooters from Sega Saturn.... Total Eclipse, and Star Wars Rebel Assault where all similar games. Was such a neat time for gaming back then. I often wonder if full motion video games really took off over 3D ones what kinda games we would have today :P Once AI video gets just a tad better I'm 100% going to make a throwback 3DO style game with video elements :P
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I loved playing this. Nice aesthetics and rocking the Starfox type gameplay. Did you use a tons of 3d paths for this, or was it programmatic at all?
Transitions are great too.
Thanks for playing, I'm glad you liked it!
It's all Path3D nodes, I figured that was the only way I'd be able to finish something decent in 48 hours. The enemy ships and player are just PathFollow3D nodes with a script that makes them move along the paths at a fixed speed. I had plans for enemies to shoot back but had to cut them for time so the enemies that made it in are just moving targets with no AI. Even the maneuvers they pull near the end are just from me tilting the path to make them spin; although, I do use trigger areas along the player's path to activate the enemy spawners so I didn't have to manually time everything to sync up.
My player scene is a little more complicated and has some logic to let the ship move along a rectangular plane attached to the path. The camera is also somewhat dynamic and tries to keep the ship and reticule on screen but other than that, the gameplay is pre-scripted.
I did use some really basic programmatic animation in a few places like for the camera on the main menu and some of the visual effects like the lightning and projectiles. Everything else, including the scene transitions, is done with AnimationPlayers.
That is awesome. Thanks for responding. Makes me want to make a little jam game like this
The quality is insane, simply hard to believe this was made in 40 hours. I thought you working 40 hours is impressive enough (your comment on the post) but this game is much better than what I could imagine.
Congrats on this amazing feat!
Also nice mario ish sound effect at the start!
Thanks for checking it out and yeah, I'm still trying to fix my sleep schedule from this, but I think it was worth it!
It's funny, I used JSFXR for all the sound-effects and was trying to make something that sounded like turbines spinning-up and didn't even realize until after I submitted just how much it sounded like Mario.
This game definitely stands out from the other jam games.I was especially impressed by your Godot pixel technique.Respect!
I'm glad you liked it, thanks for playing!
tested, and impressive. I like your shader
Thanks for playing!
I'm actually not using any special shaders here. The game is natively running in 256x224 to get the pixelation and I enabled Godot's integer upscaling to make the window bigger. I did use a couple standard material shaders with a solid color to tint the Kenney assets though.
wow.. I though that was a shader.. thanks for share the information.
Awesome! Best entry so far for me!
Wow, thanks! I'm glad you enjoyed it!
Really neat game, great old school vibes with it. Reminds me of Starfox and a game I use to play on 3D0 called Total Eclipse. It's also refreshing to see a itch page that is well designed, it adds so much to the overall aesthetic a ton of people miss that :) Great job!
Thanks for playing! SNES SuperFX was definitely the aesthetic I was going for. The Kenney/Kay assets work really well for that retro 3D look when you drop the render resolution and disable lighting. I'm never quite sure what to do for my jam pages so I just leaned into the hazard stripes. I think next time around, I'll borrow an idea from your page and use images as my titles instead of header tags. It looks way more polished that way.
I'll have to give Total Eclipse a try - I've come to love rail shooters like Starfox 64 and Galaga: Destination Earth (PS1).
Oh man, Panzer Dragoon is awesome maybe one of the best railshooters from Sega Saturn.... Total Eclipse, and Star Wars Rebel Assault where all similar games. Was such a neat time for gaming back then. I often wonder if full motion video games really took off over 3D ones what kinda games we would have today :P Once AI video gets just a tad better I'm 100% going to make a throwback 3DO style game with video elements :P