I've been chipping away at a very physics/momentum heavy fangame in Godot Engine for over a few years now, building a reasonably robust movement system that is closely based on the kinetic feeling of the Genesis games. While I'm able to handle the bulk of the work on my own (from coding to movement systems to modelling and animation) the current major roadblock is a lack of clear direction for level design. While I would likely be able to contribute toward this part of the project on my own it would mean adding a lot more to a workload that's already causing me to be stretched pretty thin, and I'd like to be able to rely on a collaborator who feels confident handling complex level design so I can be free to redouble my efforts.
In the short-term, level creation and prototyping is likely to happen mostly in Blender or other model editing software. And in the long-term I aim for the creation of in-engine tools to facilitate the designer's needs. My hope is for levels that provide an adequate sandbox for the player to experiment with movement, often demonstrating qualities like a skatepark with ramps and collision for them to run freely on, encouraging creative ways to gain and maintain speed or overcome unusual obstacles.
Thanks in advance for your time and attention.
In the short-term, level creation and prototyping is likely to happen mostly in Blender or other model editing software. And in the long-term I aim for the creation of in-engine tools to facilitate the designer's needs. My hope is for levels that provide an adequate sandbox for the player to experiment with movement, often demonstrating qualities like a skatepark with ramps and collision for them to run freely on, encouraging creative ways to gain and maintain speed or overcome unusual obstacles.
Thanks in advance for your time and attention.
Last edited: