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 ( http://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. https://chemikhazi.itch.io/sprytile
This will be a little thread on remaking my old Marathon scenario Susannah in #GodotEngine. 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
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 a match of #Vegg 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
Story of my life...
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.