Small overview on the project


Despite simple premise, the game uses various nodes (Godots build blocks) and tehcniques and everything was hand-drawn by rorythpsfan.

Game uses tilemap with navigation for enemies and players character alike. While PC moves with keys, enemies use nav agents to roam around.

Enemies use a state machine with 4 possible states: idle, where enemy decides what to do next. Searching, which allows enemies to scan area around then looking for player. Wandering to a random navigatable point at some radius around the enemy. And of course chasing the player with increased speed and scary roar.

We ended up using an autoload game-manager to keep track of all game scenes and links to player, maze and few methods.

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Looking back at the jam, there weren't any big issues, mostly because core mechanics like moving and player\enemy detecting each other and player being able to shoot their way through. The only real problem happened right before the deadline: html5 build performed very badly, despite profiler showing no spikes in method calls and calculations.

Turns out web projects in Godot suffer from lights, shadows and sound nodes. There are workarounds, but who knew.

So note to self: avoid using light, shadow and sound nodes for web exported projects and search for alternative methods.

Files

Left4Bread.zip 28 MB
61 days ago
Left4Bread_nix.zip 25 MB
61 days ago
l4b.zip 52 MB
60 days ago

Get Left 4 Bread

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