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Godot Engine 4 - Isekai Survivors (Passive Skills & Critical System) 

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Godot Engine 4 - Isekai Survivors (Passive Skills & Critical System)
This game was created using Godot Engine 4 (GDScript).
This video is created to update the progress of "Isekai Survivors" game that I am currently developing.
Finally, it is a Rougelike game that I plan to release for download on PC Steam and Mobile Google/App Store.
[ Update ]
This Video, I have added a Passive Skill system and a Critical System to the game.
The Passive Skill system adds direct character abilities and enhances skills, such as increasing area of effect, reducing skill cooldown, firing additional projectiles, double casting, increasing pickup range, bonus EXP, etc.
Additionally, I have separated damage types into Physical Damage and Magical Damage, while the Critical Damage will increase the attack power of both types. As for the Critical System, I have temporarily tested it using the style from the game Ragnarok Online.
✅ Add New : Passive Skills System
✅ Add New : Critical System
✅ Changed : Gem Icon
✅ Changed : Battle Music
✅ Fixed : Font is illegible when screen is vertical
✅ Fixed : Blurry UI issues including Text.
[ Timestamp ]
0:00 Intro
0:08 Change Gem Icon
0:22 Critical System
0:34 Fire Additional Projectiles
0:44 Doublecast System
1:02 Movement Speed
1:17 Area of Effect (AoE)
1:26 Pickup Range
1:42 Passive Skills Select (showcase)
2:44 Gameplay (Demo)
#Godot #godotengine #godot4 #vampiresurvivor #creategame #gdscript #pixelart #pixelgame #isekaisurvivors

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30 июл 2024

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Комментарии : 3   
@entei6736
@entei6736 Год назад
bro how did you do crit system
@MeteorVIIx
@MeteorVIIx Год назад
You need to add variables to store the values of the critical hit chance and the additional damage when a critical hit occurs. Then, create a function to calculate the critical hit chance. You can use the following code: This is just an example code that I provided. You need to adapt it to fit your specific project in order for it to work properly. The code you provided serves as a guideline and a starting point for you to customize and integrate into your project. In my example code, I will directly combine the base damage with the critical hit damage. If a critical hit occurs, I will add the critical hit damage to the total damage. However, if there is no critical hit, the critical hit damage will be 0. The variable critical can be used to pass this information to other GDScript systems, such as the damage_indicator used to display whether it's a normal hit or a critical hit, and the sound system. For example, if it's a normal attack, a regular sound effect will be played, but if it's a critical hit, a different sound effect will be played. 50.0 = 50% //player.gd var critical_damage = 50.0 var critical_chance = 50.0 //ice_spear.gd var critical = false @onready var player = get_tree().get_first_node_in_group("player") func _ready(): if attack_critical_chance(): critical_damage = player.critical_damage / 100 critical = true else: critical_damage = 0.0 critical = false func attack_critical_chance(): var rng = RandomNumberGenerator.new() rng.randomize() var random_number = rng.randf() var critical_chance = player.critical_chance / 100 if random_number
@entei6736
@entei6736 Год назад
@@MeteorVIIx wow you are legend mate. thanks a lot
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