Immersive Sim in Godot 4: COGITO - Overview

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in this video I'll walk you through what's currently included in Kito this is not a tutorial more of an overview of the current features if you don't know kokito is a firstperson immersive Sim template project for goo Engine 4 in comparison to other firstperson assets out there which mostly provide firstperson shooter mechanics my template focuses more on providing a framework for creating interactable objects environments and items commonly found in so-called immersive Sims and firstperson adventure games Koko is still in beta so there are some minor bucks and issues here and there but I hope it can still be a good starting point for adapting and using it in your own projects and games so let's get started kitu comes with the first person controller based on L 475s first person control Advanced I've adapted or changed it to fit in with the templates other features out of the box this controller comes with settings for head Bob jumping crouching and sprinting I've also added support for stairs and ladders it also includes full gamit support including analog stick dead zones and it integrates with the player attribute system like health and stamina enabling you to quickly set up a stamina system or tweak fall damage you can also set up zones that affect the play attributes here we have one that applies damage while the other one heals the play if you look at the bottom of the screen you can see the player Health decreasing and over here it's increasing kogo comes with the full inventory system that I've tried to model after commonly used inventory systems seen in immersive Sim type games the inventory logic is handled separately from the HUD giving you great flexibility to only use parts of the system if needed like using no hard at all or setting infinite inventory space I've also included a variety of common items examples for example here we have consumables which are items that tie in with the player attribute system a common example are these Health items like potions I use one of these you can see how the he increases these items can also be used to influence not just the current attribute value but their maximum value for example this potion increases my maximum [Music] stamina real doubles are items that the player can hold and use guns and weapons are probably the most common types but there's also other ones as I'll show in a second in this example here is this toil pistol that's defined as a wieldable item it uses foam bullets and has two modes the first primary mode is just shooting and the second one is aiming down the sides the foam bullets themselves can be picked up and reused they're defined as the ammunition item type for this wheel which means I can reload this and use up any foam bullets that I have in the inventory another wieldable would be this flashlight can also be held and switched on and off note how as soon as the flashlight is turned on it uses a battery charge I've created this battery items that work as ammunition for the flashlight each battery is set to recharge the flashlight by 10 points so if I reload my flashlight now using a three batteries I'll gain 30 points of charge Kor comes with ar raycast based interaction system and a variety of scripts that allow you to create a lot of interactive objects quickly every object that you can interact with is on a separate Collision layer making sure you have complete control over how you define the interactions in your world for example there's the door script while simple doors are the most common use for this the door script can also be used for a lot more as you'll see in a second for example here I used the door scripts multiple times to create the stressor door objects can also be set to require a key item that ties into the inventory system you can assign a door or object to one of your inventory items and it will require the player to have set item in their inventory to unlock it note how in this case the key gets removed from the inventory after use you can also to create reusable Keys the next script is a so-called switchable a most common use for this would be lights or [Music] lamps switchables have an off and an on State and you can assign as many notes as you want to be switched in this case I don't only switch a spotlight note but also change the lamp shade from an unlit one to a lit one switchables can also be hooked up to each other in this example this threed button switches to wall lights with a slight delay each of the wall light is its own switchable but since they're removed from the interaction layer I can only interact with them by using this red button up next we we have what I call a press and hold interaction this one requires the player to hold down an interaction button for a certain amount of time before the interaction is triggered this draw bridge you see here actually uses the door scripts again showing how a combination of the provided scripts are used to create a great variety of objects ands just like with doors and keys you can integrate inventory items into other interactive objects as well in this example the player has to combine two items to create a key item that is required to activate the [Music] switch this then triggers the doors to open finally here we have a simple moving platform this again is using the door script to take you back finally I wanted to show you that kogo runs on the steam Deck with its full gam pad support out of the box [Music] kokado do is up on GitHub and free to use and modify as you wish I had a lot of fun creating it and I would love to see how you use it in your projects so please don't hesitate to reach out thanks for watching
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Channel: Philip D
Views: 34,805
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Length: 8min 22sec (502 seconds)
Published: Sat Jan 06 2024
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