Amazing Package Delivery
Completely Cooked Games presents Amazing Package Delivery: a one or two player package delivery game.
Race against time to deliver packages in the warehouse before your bladder gives way in this hectic party game.
This prototype was developed for the Completely Cooked Games show on Youtube. Head on over and watch the video for the making of, and to jump into the discussion. There's a reasonable chance that this game will get extended upon, so let me know if you'd like to see that.
Updated | 26 days ago |
Status | In development |
Platforms | HTML5, Windows |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Completely Cooked Games |
Genre | Action |
Made with | Inkscape, Blender, Godot |
Tags | 3D, Co-op, Godot, Multiplayer, party, party-game |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Gamepad (any) |
Links | YouTube |
Download
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Click download now to get access to the following files:
AmazingPackageDelivery.exe 36 MB
Comments
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How did you make multiplayer?
It's local only, so I just mapped multiple gamepads. I've made a utility that simplifies the process a bit here: https://github.com/daleblackwood/cookpot
Hi, I would like to talk about how you made your conveyor belts. I tried making some a little while ago in Unity and my items just seemed to keep glitching after they moved. I would greatly appreciate it if you could help or show me the way you made yours.
Thank you,
Mplu3s.
Sure thing, here's the source:
https://github.com/daleblackwood/package-delivery/blob/master/Props/Conveyor/Con...
The conveyor has a list of kinematic bodies and a speed. The trick here is that they're kinematic and don't collide with other physics objects (at least, not traditionally). The kinematic bodies are added to the list upon collision enter and removed upon exit. The conveyor belt moves each body in the list deltaTime * speed * forwards every frame.
If you need to add rigidbody collisions, I'd recommend using a fixed contraint or axis lock and moving it using an velocitychange of deltaTime * speed * forwards instead.
So sorry haven't been on my itch in a while, thank you for the reply I will be sure to look into this method.
Thank you
Mplu3s.
Congratulations. Nice game. One thing, I tried to play with my joy-con, but it didn't work.