phazorknight / cogito Goto Github PK
View Code? Open in Web Editor NEWImmersive Sim Template Project for GODOT 4
License: MIT License
Immersive Sim Template Project for GODOT 4
License: MIT License
Hello!
I've noticed a few more unusual things. If you've seen them all, feel free to close this :)
If you hover over a item in the world, TAB to open inventory, you can still use "F" to pick up the item. This might be intentional, but it feels like quick-slot and pickup keys should both be disabled.
I hit ESC so much ๐คฃ
On opening inventory, the second item slow is highlighted as if it is highlighted over. When I open the chest, it flickers to the second inventory slot before picking up or putting an item down. At a guess, a mouse-down event held down will highlight the second, while when the click comes up or completes the action works correctly.
Love your work :)
Support inventory items that take up more than one inventory cell or slot, such as a 2x2 item.
When doing the 'hold X seconds to activate' interaction (like in the demo drawbridge) you can still move clearly out of range.
Had fun flinging myself in the air using the drawbridge.
On main (1891d69), I noticed that if you lower the ramp by pressing and holding, you can no longer cross the bridge (without jumping); the lip seems to cause a hitch. Possibly caused by the stair climbing code? Here's a screen shot:
Would appreciate an option by default to configure the viewbob that occurs when you walk / run, it's pretty intense by default!
I've begun work in implementing proper scene management and scene persistence into COGITO, so I wanted to give a quick udpate.
Scene management is done, and I'll add it to the experimental branch soon.
Scene persistence is tricky and needs lots of work, I try to set this up that it works with a save system but it's a complex issue.
Assign weights to inventory items and slow/stop the player when exceeding weight capacity with carried items.
I've started redoing/improving the input detection, based on Nathan Hoad's godot input helper: https://github.com/nathanhoad/godot_input_helper
This should make it less tedious in setting up icons for inputs and actions, while at the same time future-proofing this for button remapping etc.
Currently in progress in getting this integrated.
Primary/secondary use trigger needs refining as the analog input causes it to get triggered multiple times in a row.
Seems to be a matter to properly parse the input.
Would you consider a wieldable raycast weapon for the project?
Could this also include recoil?
Hey,
in the current Version BETA 202402.04 I found something.
When you have something equipped, like the flashlight or the foam gun, and then move into the transition zone, it crashes with "Invalid call. Nonexistent function 'unequip' in base 'Nil'".
When you have nothing equpped it works and you get teleported to the other scene.
It stops on the PlayerInteractionComponent.gd line 161: equipped_wieldable_node.unequip()
I am not sure on how to fix this...
Instead of a separate input to carry an item, it could be set to a hold input for the normal interact button. This saves some buttons on controller for other uses.
Iโm getting a recursion error when trying to set up combinable items and setting a reference to each other.
It currently only lets me do this one way:
Repro steps:
Within Item A, I assign item B to be the combinable item. This also works in-game.
Within Item B, I attempt to assign Item A to be the combinable item within item B โ Godot throws the Recursion error.
Would appreciate a mouse sensitivity slider by default.
When you're on something like the platform and you hit tab to open the menu you stop moving with the platform and drop. I'm assuming the expected behaviour is that you continue to move with the platform while the inventory screen is open.
If you use a gamepad on the inventory screen with an equipped wieldable, when you press drop, it will play the denial noise then create a duped version of said wieldable to be moved. You can place it in an open slot and make a new one.
Also, if you close the inventory window while moving an item, the item appears to disappear until you click another slot.
Been really struggling with doors, if the door's local rotation is set differently than the packed scene rotation, it will reset to the packed scene rotation on scene load. This happens whether it is Tween or Animation based.
How about lean controls with default Q and E, as in many FPS shooters?
Crouch walk sound is quite loud and 'stompy' compared to standard walk sounds
Hey everyone,
Wanted to give an update here that I'm currently reworking the interaction system to be component based.
This should improve the overall flexibility of COGITO quite a bit while hopefully still keeping it intuitive to use.
Just as a quick rundown:
Instead of an object having a single script that has to contain all info on its behaviour, with the new system you can
attach components to your object that will define its behaviour and interactions.
For example, currently there's a cogito_pickup script and a cogito_carryable script to create those type of objects.
With the new system you can create an object, then attach a carryable component and a pickup component, and it will support both behaviours.
As this is a bigger undertaking, it might take some time. This also means that the currently supplied Prefab Scenes will all be updated for the new system. If you've been using the previous one, you might have to update your own Scenes, which hopefully shouldn't be too complicated.
I've been working with these house assets and realized that the default animations it uses which open a door when a player character is nearby are a bit awkward to use when the doors open toward the character. Toward that end, I've prototyped a solution that I would love to see incorporated into Cogito, if possible. You can see what it looks like in this mastodon post.
The main idea would be to have the door swing inward if approached from one side, and outward from the other. I implemented this by adding another Area3D to determine which side the of the door the player is approaching from, and managing a simple state machine to run the animations.
Creating a new issue as some issues mention stuff that all apply to this:
I'm planning on redesigning the Options menu to expose more parameters and settings.
The plan is to group options of similar categories under tabs like a lot of games these days do.
My hope is to also use this to fold in the rebinding menu from #19
I notice a free look feature with no input set by default. Could these be set to something like caps lock and R stick press?
This seems a pretty big deal - once you pick something up it's 'stuck' in your inventory as there's no way to drop it back in the world
Sometimes stackable item counts gets tripped somehow, resulting in picking up one item, but the stack goes up by 2, etc.
Repro steps in the COGITO_Demo_01.tscn:
Pick up first health potion : Potion appears in inventory slot 1. This is as expected.
Pick up second health potion: Potion count in inventory slot 1 increases to 2. This is as expected.
Pick up thrid health potion: Potion count in inventory slot 1 increases to 4. <- That's a bug.
Per ReadMe.md:
All signals needed get hooked up via code, so this should work without any extra signal setup.
PauseMenu and MainMenu Scenes contain SceneSwitchers that need paths to the *.tscn files to work.
Also be aware of node order for Player_HUD and PauseMenu. Player_HUD node should be above PauseMenu node, so PauseMenu is "on top".
I've noticed that when I build a new scene, I also need to connect by-hand the PauseMenu.resume()
signal to player._on_pause_menu_resume(). We should document this, or if possible, connect the signal automatically. The symptom when you don't connect the signal is that the player doesn't start moving again when you hit the Resume button.
Hello,
ive downloaded the project from github and while testing the project out of the box I got a bit of errors here and there :
Is there any step that Ive forgot in the process of installing the framework?
Was mentioned on Youtube and I'm logging this here.
Repro steps:
Cause:
The projectile gets spawned with the wieldable node as parent. If the wieldable gets unequipped, it gets hidden, causing all projectiles to also get hidden. Need to reparent the projectiles to solve this.
Hi,
I am not sure on how I am doing it. But I can replicate it.
When I was in the LightZone and then got into the Hazard Zone, then I get out of the Hazard Zone and suddenly I get the visual hint that I am in the Hazard Zone and my HP gets drained, but I am not in the Zone.
Please see the video attachment if you don't know what I mean.
https://www.veed.io/view/31afa1c4-a564-4a8d-922b-7f9016d32112?panel= (githubs 10 MB border is a little pain for me)
Hello !
Thank you for your work on Cogito, I am loving it <3.
I played a bit around with this wonderful groundwork and I guess I found a bug.
Maybe see the video attached:
As they're currently implemented, Wieldables are pretty cumbersome to manage.
I'm planning on reworking those to make these work more as expected, especially when being wielded/equipped, unequipped, switching between them, etc.
I haven't really dived into the code of the demo, and my GDScript knowledge is not great, but currently firing the demo toy gun wieldable consistently errors out with the message described above. From what I'm able to see, when wieldable_pistol.gd tries to set its value by calling wieldable_damage on line 35, for some reason it can't call the correct value from the passed reference.
I've not made any changes or tweaks to the demo, I'm just running it unmodified on 4.2.1
I imagine this is just a case of fixing an errant reference, but I'm just getting my head around the code so not sure where to start. Eitherway, congrats on the otherwise stunning template.
Since Nathan Hoad's input helper includes functions to rebind inputs on runtime, it should be relatively straight foward to create a "Controls" menu in the options that lists all current key bindings and lets the user rebind them as needed.
Please let me know if someone would be up to tackle this, as I'd love to focus more getting scene persistence working.
Thanks in advance!
Jumping while crouching causes all stamina to be lost due repeated jumps every frame.
It's very unintuitive to me to click to pick up and click to drop, though many games support this. Can a click and drag to move items be added?
Hi,
when you have crouch_jumping active (like the standard when opening up the project).
Do the crouch jumping but let go of the crouch_button ("c"), shortly after jumping ("space") you gain height to nearly the point where you would regulary land when you jump.
Is this intended ?
For me it looks like the JumpCoolDownTimer is not working.
At first I just crouched and jumped for you to see a marking with the target, otherwise it would be hard to see / recognize if not played by yourself.
The player class is pretty large, and includes a lot of concerns. Perhaps player movement, player look, and damage receiver could all be separate components.
Jumping on top of the crate in the test scene is glitched weirdly, it spams the jump while spacebar is held instead of jumping once.
When holding physics item (like the box in the demo) you can trap it behind a wall and walk away while technically still carrying it. This should have some sort of forced drop at some distance.
Hello!
Just downloading your MAIN and Experimental branches and they are quite different sizes!
The 6.4 meg of the COGITO folder is the same, but the .Godot folder has vast 'imported' (500M) and 'shadercache' (40M). The editor and export folder might also be not intentional ๐
I don'tt know how .gitignore works - and you have that folder listed there so ??????
Attempting to reload a wielded item that was held when going through a scene transition causes crash with the error "Attempt to call function 'get_parent' in base 'previously freed' on a null instance." If you put the wielded item away and pull it out again this does not occur.
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