Hammer Time

Hammer Time is the temporary name of a 3D platformer game where players take control of a monkey that uses an oversized hammer to stomp on enemies and move around.
This title is being made with Godot, and is currently under development. The scope of this project is to put together a vertical slice, not to release a complete game yet. After all, I am working on my own.
I am taking on this project because I wanted a “bigger” title on my portfolio, as all the games I worked on professionally have had a smaller scope. I chose Godot as its engine to get familiar with it and to test my game-making skills outside my engine of choice.
By the time the vertical sclice is done, and if the game is fun, I might consider continue working on it.
Follow the development
Because making a big game like this can take forever, I decied to document the whole process in a blog. Every other week I will be adding a new entry focusing on a new feature or simply sharing the current state of things.
Some of these posts can get very technical, so I am trying my best to include pictures and videos which hopefully can make the read a bit easier. You can read the latest entries down below, or in the dedicated devlogs section on top of this website.

#3 Enemy AI
Before I continue exploring more game mechanics, I wanted to get started with another vital component for the game: the enemies. In this entry, I cover my experience using Behaviour Trees in Godot to develop enemy AIs.

#2 Aim Assist
Now that player character can move and attack, a new issue appears: Aiming in a 3D environment is hard. In this post I will go over the aim assist feature I implemented to tackle this problem.

#1 Attack Collisions
In this entry I will cover how I approached having different elements in the game react differently to the attacks of the player character. And how my implementation allows to build different behaviours: Physics-based collisions, gameplay triggers...

#0 Character Controller
I just began developing a prototype for a 3D platformer game in Godot. The first task I began working on is a controller for the player character, as it is the most important bit for a game of this genre.