Godot 3.2

Yesterday, Godot 3.2 was released. That’s super exciting, as it has a slew of new and improved features that have made working on this project a lot easier; for instance, the node editor was totally overhauled so that linking functions to objects isn’t a pain in the neck anymore. I upgraded immediately, and it works great.

I got the bumblebee working, finally. Turns out the angle function I was using was returning the angle from the X axis, in a range of -90-90 degrees (but in radians of course), and the real solution was to think of everything as Vectors instead of Points and Angles. Now, the bee has a Vector2 of velocity, and uses the desired direction toward its goal as a modifier on its velocity vector. It works pretty well. Some tweaking to add acceleration when fleeing from the mouse and lose it when turning, and it’s a fairly natural motion.

I also started on the stool, another big part of the game; there are several things planned that the player can’t reach without it. I needed a way to show the player where the stool could be placed without having to have them click around randomly, but also without being too obvious and intrusive - I settled on a phantom-stool that appears (and shimmers a bit!) when the stool is in the inventory. That’s all coded up (I wrote my first Godot shader, even!) and will be included in the next release, so check it out.