Jóhannes G. Þorsteinsson is a user on mastodon.gamedev.place. You can follow them or interact with them if you have an account anywhere in the fediverse. If you don't, you can sign up here.

Jóhannes G. Þorsteinsson @johannesg@mastodon.gamedev.place

Testing out the player sizes in a test level in Godot. Here you can see the player fitting inside a 0.5 unit wide gap, and under a ceiling 0.8 units from the floor.

Now that we have a level, what about the player? By looking into the Marathon physics model with the tool Shapefusion ( shapefusion.sourceforge.net ) we get the following information about the player. First, we'll look at is the player size. 0.25 WU radius and 0.8 WU in height.

Texturing in Forge is quite nice as you could simply texture each face individually. Blender/Godot works differently though but I don't need to worry much about as Susannah had very minimal texturing needs. I do think Sprytile might be the key though. chemikhazi.itch.io/sprytile

This is quite cool. Somebody remade Route 66 from Marathon for CS:GO gamebanana.com/maps/196128

What is Marathon you might ask? Marathon by Bungie (of Halo and Destiny fame) along with its tools was what got me into gamedev 20 years ago. You can download it and play for free from here alephone.lhowon.org/

This will be a little thread on remaking my old Marathon scenario Susannah in . The first thing is the number 0.03125. This is how much you want to scale a marathon map in Blender after exporting it from Weland to get 1 unit in Blender to match 1 WU in Marathon

Very slowly remaking my first ever finished game (2009) Susannah in the (between changing diapers)

It's been a bit slow on the game development front for me lately as I've been busy getting to know my new CEO.

This is how and sheep farming looks like at 2 AM during lambing season. on right monitor and sheep surveillance camera on the left. 🎮

Slowly porting Vegg over to Godot 3 so don't expect any fancy gifs in the near future

This is how a match of looks like. A lot less "sit still and snipe" and a lot more movement thanks to latest gameplay adjustments (wall explosions). But still a bit of edge hugging which is understandable as the center is the most dangerous area. Will need to look into that

Things are starting to get quite tense now that wall-to-wall impacts are starting to work correctly in . Now the question is, what should happen when players "cross the streams"? Any ideas?

These are the games that defined my early years and the first one essentially what brought me into thanks to its modding tools.

As an old Halo fan it makes me so happy to have finally gotten Halo 1 and Halo 2 to work perfectly on Linux via Wine/PlayOnLinux.

Wallguns that trigger explosions when hitting other walls do allow for some really powerful but dangerous moves.