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Create a git branch in the corresponding chapter with the solution
Write the assignment
I'll record a video overview of the solution.
Assignment ideas
Intro to Steering Behaviors: Scaring the AIs away
Coding the Flee steering behavior (it's like follow, which is shown in the course, it's just the opposite) and using it to "scare" ais away
Make the leader move away from the mouse
Extra challenge
Combine behaviors! Scare ais away from the mouse when it gets close and use arrive to when the mouse cursor is far enough.
You need to apply weights to each behavior based on the distance to the mouse
The Hook: Air dash
Add an air dash state, with a transition from Air, but not from Hook. The dash is a short forward motion that the player can use to reach a distant platform while in the air. See celeste's dash mechanic.
Final challenge: charged hook
Change the hook's behavior somehow, e.g. add a charged hook mechanic that, after a short amount of time keeping the hook key down, propels the character way past the hook point.
The purpose of this assignment is to challenge the student to go mess with existing states, as it shouldn't be as simple as adding a new node, self-contained script, and FSM transitions: it involves messing with both the Hook and the Player.
The text was updated successfully, but these errors were encountered:
Create a Platform Game Character with Godot could use some more assignments to complete the course.
For each assignment:
I'll record a video overview of the solution.
Assignment ideas
Intro to Steering Behaviors: Scaring the AIs away
Coding the Flee steering behavior (it's like follow, which is shown in the course, it's just the opposite) and using it to "scare" ais away
Make the leader move away from the mouse
Extra challenge
Combine behaviors! Scare ais away from the mouse when it gets close and use arrive to when the mouse cursor is far enough.
You need to apply weights to each behavior based on the distance to the mouse
The Hook: Air dash
Add an air dash state, with a transition from Air, but not from Hook. The dash is a short forward motion that the player can use to reach a distant platform while in the air. See celeste's dash mechanic.
Final challenge: charged hook
Change the hook's behavior somehow, e.g. add a charged hook mechanic that, after a short amount of time keeping the hook key down, propels the character way past the hook point.
The purpose of this assignment is to challenge the student to go mess with existing states, as it shouldn't be as simple as adding a new node, self-contained script, and FSM transitions: it involves messing with both the Hook and the Player.
The text was updated successfully, but these errors were encountered: