Totally Lost; Maze game prototype (3D game in Godot 3.x)

Download link Windows
http://www.mediafire.com/file/9inorbk6zm70ec6/Totally_Lost%280.21%29%28Windows%29.zip/file
Download link Linux
http://www.mediafire.com/file/qiiopl1l7qs3gfd/Totally_Lost%280.21%29%28Linux%29.zip/file
Builds done using Godot 3.1 1 official
This is a thread about a maze game in the mold of the little known DOS title known as Get Lost (video below). This is different from many other games in the genre as there are usually no walls, and completing the level may involve more than just finding the end.
In this demo, there are 16 levels where you either just head for the exit or perform a certain task. Each level has a secret hidden within that you can find as well. Find enough secrets and you start unlocking bonus levels with 5 secrets each.
Controls are given to you in the game, so read the instructions as they come up.
Now the video of its inspiration
More images...
Enjoy
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Here's a sneak peak of what the beginning of the game is going to be like

Unlike the DOS game, you will actually journey to the elevator where the level select will be (passing signs along the way that tell you the fundamentals regarding gameplay and what to expect.
Once you enter the building, you will approach the elevator and see the level select in the control panel. Then, the doors will close and a description of the level will be presented, and finally you will enter the level by pressing 'Enter'.
Also, in case you're wondering, I'm aware of the issue where it might be tricky to get past the top of the ramps, this will be fixed in the next revision.
New version uploaded.
1. Hub Level; You will be introduced to the game as you make your way to the elevator
2. Significantly improved the code that keeps you from falling off the path (many cases that failed now work)
3. Completing the first level will now take you back to the Hub, placing you in the building
4. Much better particle effect for the 'secret'.
5. Tweaked draw distance and mist
Currently, you can only do the first level over and over again, next version should have at least two levels and rudimentary level select working.
New version uploaded
1. Two more levels
2. Working level select and level unlocking
3. Level select also keeps track of whether a level's secret has been found
4. Further improvements on the anti-fall system, more robust and much smoother
5. New sound effects
6. A timer present while in the levels
7. Improved secret particle effect
8. Graphics upgrade for the hub level
9. The 'Panic' feature is complete
10. Improved panoramic sky texture
Version 1.06 uploaded.
1. One more level; This new one debuts a type of goal-oriented level where you have to do something to pass (ie. not a full maze).
2. Further tweaking of the anti-fall code, it shouldn't fail near as often now (though it's still not perfect).
3. The new level also brings a new bit of UI with it (you change squares in the new level, it shows you how many more you need to change).
So far, my ideas for future versions would have the next bunch of levels bring teleporters, invisible paths, and 'enemies' that don't make you lose (but just send you to a previous location in the level, remember you shouldn't be able to actually lose in the level).
hmm, can't load it up. it doesn't have project.godot file, instead of something called project.binary, but that doesn't seem to work.
.b
Apparently, Godot 3.0's built-in archive creator can't spit out a working project yet. Now I zipped things up manually so you should get the correct project file.
ok, couple of things:
atleast it can be opened now... but, zip doesn't have any of the background music ogg files.
also on GUI_on_Mesh.gd:
199 styleActiveSelected = preload('res://ButtonOutline_Selected.tres')
200 styleSecretSelected = preload('res://ButtonOutline_SF_Selected.tres')
these lines had typo (lowercase s in selected) so they couldn't be loaded.
as for the game... now that I got it running. you might want to concider changing the controls to regular wasd + mouselook kind of thing.. because as it is, it feels weird. turning is slow, and requires mouse button to be pressed when looking around, and still you can't look up and down? feels very unresponsive.
oh. and I did fall couple of times
.b
Fixed the typos and re-uploaded. This time, I noticed that the binary packing kept the control scheme intact so I re-uploaded in the form of a Win64 executable (the sounds should be there as well).
As for the question, the reason why there's no mouselook is because the original Get Lost game did not allow you to look up and down in any direction (though this game does have a couple of keys for a quick down and up / up and down motion of the camera). The rationale for the mouse-based turning meanwhile is that some levels will have paths going in all directions and I want to make the turning part super smooth.
I understand if you want to make it as much as the original. it's just quirky to do mouselook like that nowadays... so it kind of feels like you are not in control.
i try to see if I can run the later binaries, I'm on linux but maybe it's possible to replace the executable.
.b
To note, I just tried to export a binary for Linux 64bit (using the Linux template from that daily builds site). Unfortunately, I got an error mentioning a missing or corrupt template (even though everything was there).
So right now, I can't upload anything for Linux users, sorry.
ok, it works, just copy the godot (linux) executable on the same folder, rename and thats it.
nice work so far, keep going. but man, even if you want to keep the up/down look restricted, thats fine, but make it a bit tighter, its way too sloppy now.. also, holding down mousebutton is not nice.. so Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) would fix that I think.
.b
Hello again, it's been a while (been doing a lot of revisits of older artwork and making new things in Blender Cycles).
A new version has finally been uploaded
.
One known issue is that the mouse turning is a little jerky, I'm not sure how that happened as it didn't exist in earlier versions. I will need to work on making it smoother.
Enjoy (once again)
New version
New version (larger changes than usual)
New version (again)
..
I also updated the first post with more screens.
./Totally\ Lost\ Demo\ V1-10-1.x86_64
Error: Could not load game path '.'.
doesn't launch...?
are you sure the datapack is in the executable?
.b
I wasn't sure if I needed the generated .pck file or not.
Turns out I do, I re-uploaded with the required files now.
New update
1. Fixed a serious goof that prevented the use of the 'Enter' key to start the process of entering a level
2. Level 9 has been added
New update;
1. Level 10 has been added along with the second bonus level
2. The second bonus level becomes selectable when 10 secrets are found, an urban-themed one with many areas to look
3. Started compartmentalizing the code a bit more by dividing a lot into functions (much like with the Collect the Gems reboot). This should hopefully lead to better code in the future (and even now).
Hey, this project is not dead by the way. Check out the WIP shot from the editor.

I've been doing rendering tasks in Blender so I didn't have any room for game development. So far, I have made liberal use of the new optional GDscript typing (all variables) and implements better use of exports for the selection UI by the elevator (meaning more varied text colors and easier development for me).
However, a version with this level will not be uploaded this week or next week due to being away from my PC. I can tell you that nothing within Godot itself has seriously hindered progress.
I am back, and here is a new update.
The new builds of Godot did introduce a minor issue with jittery movement in a few spots, I'm hoping a fix will come in soon.
Version 0.17
ok, nice to see this progressing.
couple of hickups I ran into:
.b
Hi, I can't reproduce the stuck mouse movement on my end when playing through the editor. Could it be system related?
The jittering is annoying for sure, but the issue tracker shows this is a current bug with Godot 3.1 alpha. I tried some tweaks but there's no real way to work around it short of perhaps using box colliders everywhere (which will take a long time). This will have to wait for a fix from Andrea Catania or another dev. who knows how to work with Bullet. I know I can switch the engine to Godot physics, but it breaks the anti-fall code.
As for the lag, I did just upload a new version that overhauls the main menu with a selector square and a settings area (where you can disable the GI probes in the Hub Level as well as the anti-aliasing for the whole game). Press 'enter' to work the toggles.
could be, I'm on Kubuntu 18.04.
sideways movement is working fine, but up/down is sort of stuck, sometimes it jumps to extremes, and then stays there.. then when I'm climbing on platform, it might orientate itself back to normal.. what kind of system you are using for mouselook?
.b
Version 0.17.5.
Nothing new, but the fact they were exported with the Oct 8 Godot nightly should mean the death of any jittering issues when walking on some surfaces (the bug was bad enough that it just had to be done).
Guess what the mechanic for this level will be?

This game isn't dead, but I can only work on one game at a time, and I can't do it while Blender images are rendering.
A hint, the ball is mobile, but you still can't "lose" if it falls out of the level.
After a long period with Collect the Gems, I gave this project a new update.
Todo.
It's nice seeing that this project is still alive
(insert Shia LaBeouf "Just do it!" meme here)
Well, dividing time between this, the other project, and Blender art can lead to long pauses in projects.
In the case of both these projects, the Godot engine is handling them easily