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roadtovostok
roadtovostok

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Godot Settings + Custom keybinds

Hi!

Just wanted to give a quick update that there has been good progress since the last video and I already implemented the following things in Godot:

- Custom keybinds / Input settings (full control)
- Pause menu / demo settings
- Support for ultrawide monitors
- Audio channels and volume controls

There's some settings that are not yet fully connected but those custom keybinds were really nice to have now from the beginning and you will be able to test those and other settings next week when there's the first "official" Godot build.

ps. I like that custom keybind list now also provides a clear in-game instructions for input actions, so no need for additional input listings anymore with upcoming builds etc.

- Antti (Developer)

Godot Settings + Custom keybinds

Comments

Maybe you could make it so alerted enemies take way more melee attacks to kill, but when they havent been alerted they die to one melee attack (as you would have to be behind them and quiet for them to not have been alerted already - you probably already have some thoughts anyway but thats what sprung to mind. One thing that I always find immersion breaking in games with stealth, is where you stealth kill someone who is right next to someone else, and the other person doesnt notice that the guy stood right next to him just got killed.

Sam Hardwater

Awesome cheers mate

Sam Hardwater

thanks for answer !

Юрий Су

I'm also not a fan of "locking" player movement to some stealth kill sequence and those are highly bug-prone also. Melee combat will be a thing in this game since I want that bullets are one of the main valuables and shooting in full auto should feel wasteful early-game and so on. When it comes to melee mechanics those are indeed really hard to implement in a way that feels satisfying and there's clear hit registration to impact points, swings and stabs. I don't have clear vision yet how I want to implement that melee thing but I will try to find out something that doesn't feel arcade-like and there's realistic "power balance". So if you're just trying to run towards some armed AI with knife, the winner in that combat should not be you :)

Road to Vostok

Yea those will be added once I have all connected and working :)

Road to Vostok

Will be added :)

Road to Vostok

Yea I'm adding those and some other settings as well today :)

Road to Vostok

Probably just summer and winter, since the purpose of the winter is be that extra hardcore game mode, so the other seasosn would be a little unnecessary :)

Road to Vostok

Nice work man, looks good. Any chance you would be able to put a numerical value for the FOV next to the slider? I usually put it to 90 or 100 on most games, would be good to know the exact number. Also a v-sync option and framerate lock would be useful too?

Sam Hardwater

Hello, Antti! I hope you'll be interested and answer my question :) I'm not a game developer, but sometimes I wonder what game mechanics could be. I really don't like the sneak-and-press-F arcade mechanics of stealth assassination in many new games. But I don’t see any better than the mechanic of swinging a knife by holding down the right mouse button and hitting the back of the NPC's head. Maybe it's old-fashioned, but it forces player to play this moment and not just watch at the scripted scene. In addition, there is a possibility of missing the mark. What do you think about this? and how do you see stealth kills with a knife in your game?

Юрий Су

Invert mouse?

Bottis

Will there be a way to change the target Framerate?

3DPhil

Demo settings UI looking very clean. Also, are you actually planning 4 seasons or is this just placeholder? 😳

Fonzi

Somehow you’ve included a feature that some games still don’t include (in your first few days with Godot). THANK YOU!

Kyle Humphrey

That’s perfect!!!

am hedgehog

This solution allows you to bind everything, every physical key from keyboard and mouse.

Road to Vostok

Will you be able to bind side mouse buttons, too? I know some games don’t have that feature edit: just realized you’re already this far into the transition to Godot, how in the world are you so fast at this

am hedgehog


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