Soulslike 1.0.3 and roadmap


Major changes coming! (have already come and are well underway!)
TL:DR:
The version of the project you have come to know is bundled up as Release Non-Root v1.0.2 on the github.
Rolling releases will move forward from there, improving them as i see fit. Started today even, v1.0.3 is now available with a simplified interact sensor, and intractable as well as improved ladder animation logic and handling.

AND moving forwarding there is a a new and improved version is in the works. Version 2.x.x, a ROOT MOTION based controller which will improve the template significantly. That is all. cheers y saludos!

LONG VERSION:

The version of the my souls template has stayed at 1.0.2 for several months. It's given me time to use it in several of my other projects, and come to hate it. The intention was for it to be modular, flexible, and easy to use, and it's anything but that. It's clunky, bogged down, overwritten. It's frankly not good. Over the course of a few game jams and experiments I've improved several methods and found simpler ways to get things done with less overhead and far less code. So we're taking the template in THAT direction.


First off, I bundled up version 1.0.2, just as it has been for months, as a release on the GitHub page. It will remain there for anybody who needs it. I've begun calling it the "non-root" version. And it will always have the version number 1.x.x.

I have also opened a new branch for a new and improved root motion based version of the project. My intention is to use version 2.x.x for the root-motion based releases moving forward. For those who are unfamiliar, in soulslikes and other 3rd person games, root motion is SIGNIFICANTLY easier to manage, and will reduce the amount of code needed easily by half. Since motion and movement is controlled via the animations, and not via code, you can remove and reduce your state machines down to a fraction of their size, and the math needed for the rest of your needs gets significantly simpler as well. Movement / velocity info you pull from the animation root, and the rotations/basis info you'll pull from input and camera's basis. Things get... much much simpler!

I also want to overhaul the handshakes between interactables, attack collisions, and perhaps the entire targeting system as well. I don't want to devote my life to this sterile template, but I also don't want my name on something I'm not proud of, or not willing to use myself. I personally already think the template is too bloated and clunky, but even still, I'm going to try to keep the current feature set you've come to know, but improve on its execution.

All you gotta do is be patient. Sit back, let me work. If you want to be on the bleeding edge trying out what i'm working on. There is a new branch on the github for the Root motion version. it's already functional, but expect bugs as I tear it apart over the next few weeks.

Anyway,
cheers y saludos

-Cat

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