You May Proceed Devlog #1: Clicky clicky red button!
Oh gorgeous and beautiful wandererssss!!! You're one and only Solar buddy here! I have a surprise update for you all <3
Introduction:
Buttons, numbers and silliness galore! This game is right up my alley!
You know how clicker games work by now, so get a move on! Click the red button and things will start happening!
Like this, for example! You can watch the numbers go UP from the comfort of the dull white box they've confined you in, on the latest high-resolution Display Panel™!
That is merely one of the many things that will happen when you gain more authority units!
Remember, the way out is in reach! You just need to follow along with the tests and keep clicking the button! They will be very happy if you do ! •ᴗ•
Current Progress:
As it stands, I have made a big red button and a ClickManager, which tracks the amount of Authority Units you have collected, as well as handles the maths for the Auto-thenticator (automatic clicks) and Calibration Multiplier (A bog-standard multiplier to all clicks and automatic clicks). I have also made a breaker box that you can flick down once you reach a certain amount of clicks, and it provides a slow but steady 1 AU per second. HUZZAH!
Oh yeah, and a panel that displays all of these juicy values so you can revel in the numbers going up!!!
(It's MY game, I can choose how many Authority Units I have!)
You may be wondering: "Well, you big dumb stupid idiot (jeez, harsh... :'/), HOW do you click on the button?!". If you weren't wondering that, I'm going to tell you anyway, because I love raycasts!!
So, raycasts are essentially lines that are drawn from one point to another point. These lines are used to detect collisions in Godot. Let me show you an example with our lovely player character, and I'll even give you a small snippet of my godly coding to boot! (my game crashed when I tried to detach the camera.....)
So, I attached a raycast (the blue line) to the player's (the red capsule) camera (pointing 2.5 units in the -z axis, which is typically forwards), meaning it followed where the player was looking. Then, when the line collided with the body of the button (that outline on the button), it sent data to the player about what it was colliding with.
In my code, I have a function made that reacts to what I am colliding with!
so, it checks if the raycast is colliding, gets what it is colliding with and then checks if it is in a group. I have put the main button in a group called "button", so I can easily distinguish what is supposed to give AU when clicked! Then the click manager messes about with its values to determine how many AU are to be added!
(Maybe it isn't the most robust or effective code, but it WORKS, so that's a blessing in my eyes :D)
Next Steps:
So, the way I want to pad this out is by making several chambers, each with increasing Authority Unit (AU) requirements to progress and earn better ways to make AU. In the central chamber, there will be a door to escape that requires a (frankly absurd) number of AU if you only had the red button, but you find ways to generate AU automatically and quicker as you explore the lab you have been placed in.
Final Words:
Numbers go up, Solar stays happy :D
Check out my Ko-fi if you are wanting to help fund my unhealthy addiction to game development! You'll get benefits like extra behind-the-scenes, and early access to prototypes and demo's for games I make :D
Every little donation means the world to me, so thanks for your support <3
Goodbye for now, my favourite wanderers! :D
You May Proceed (W.I.P)
A lab rat and a big red button, what could go wrong?
Status | In development |
Author | TheSunThatWanders |
Tags | 3D, Casual, Clicker, First-Person, Godot, Indie, Relaxing |
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