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Scorched Tide

In Summer 2024, I was invited onto a team to participate in the Godot Wild Jam #69. We created Scorched Tide, a wave shooter where you have to defend yourself on a desolated planet from undead fish. You need to try to collect enough oil to fuel your ship, fuel the tools you use to defend yourself, and enough to be allowed to come home to your home planet. While we missed the inital deadline for the initial jam, we kept working to submit it to the F*ck Capitalism Jam 2024.

Role Gameplay Programmer
Team Size 5 Developers
Duration 2 weeks
Engine/Tools Godot / C#

Player Movement

Scorched Tide was my first time in Godot, so I had to learn a lot of things from scratch. I used a RigidBody3D node combined with a capsule collider to add force to the player to get them to move. I created variables to fine tune the movement if needed.


Enemy AI

The enemies constantly track and advance toward the player, stopping when they get close to attack at a fixed rate. To handle navigation across uneven terrain, I used Godot's NavigationMesh system. Each enemy uses a NavigationAgent3D node to calculate the path to the player. I made large rocks, interactive tools, and the main ship as NavigationObstacle3D objects to refine the pathfinding.


Tool Mechanics

Players defend themselves using a blaster and automated turrets. Since both systems share the same projectile logic, I use a class solely to instantiate the bullets while putting the control logic into manual and automatic tracking classes. The turret uses an Area3D node with collision layers to scan for enemies. If an enemy enters the radius and the turret has fuel it rotates to shoot the enemy.

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