Hello all,

I hope my question is not too stupid. :-) I have the following concern: I would like to create - in general terms - a maze in which computer-generated enemies follow a random path and can also come towards me. (I assume I need 3D for this.) After some reading, I have determined that Godot might be the wisest choice for this.

Now I have no experience at all in developing games and designing graphics, so I need a hint in the right direction: What is the easiest way to create a three-dimensional model of an opponent and insert it on a map in Godot so that it automatically follows a certain path? I assume I need Blender or similar software for that?

  • Feyter@programming.devM
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    1 year ago

    What you want to do is actually quite advanced topic. Godot is coming with some build in functionality that you can use Look for navigation mesh

    But if you never used a game engine I recommend you start with baby steps and lern how Godot works basically. Try to create a scene, create an object, add a script and try to move it from code… All this stuff.

    I would recommend to at least completely the getting started section of the Godot docs this should give a very good overview.

    • rhabarba@feddit.deOP
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      1 year ago

      What you want to do is actually quite advanced topic.

      Ew! I thought that would be a rather easy start. :-(

      • Feyter@programming.devM
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        1 year ago

        Depends on what you call easy 😄

        It’s just my point of view that there is no such thing as “easy” if you do it for the first time. It’s always easy if you know now everything works. Don’t want you discouraged you.

        I think a project like this where you have a goal in mind and try to find out how to achieve it is much better to learn than following strictly a tutorial and just replicating it step by step.

        • Feyter@programming.devM
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          1 year ago

          What? Creating a nav mesh and copy pasting a script for the agents to move it will also just take a few minutes… It’s just that if you want to know what you are doing this will take you longer.

            • Feyter@programming.devM
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              1 year ago

              So the point goes to unreal because it comes with a build in library of working copy/past examples?

              But still if you want to know what you’re doing (which would be required to be able to fine-tune, extent and debug) you need to invest more time so IDK if OP would get much benefits of using Unreal.

              A game like this can be done in every engine with similar effort I would say as long as you know what you’re doing.