Adding Depth To My Aiming Mechanic & Having A Visual For Charge On The HUD | Devlog #8

In this episode, I managed to cover quite a lot of steps. I managed to add a charge indicator on the HUD, as well as make the HUD independent of screen shake so things are easier to see. Now, the ball respawns automatically when out of bounds, I added a dynamic aiming blend to make my ball hits have more depth in terms of gameplay. I started the implementation of a wedge buffer to allow forgiveness, but this still needs to be tweaked as it doesn't feel complete. Timestamps: 00:00 - Intro/Recap 02:17 - Plan for paddle charge bar 04:41 - Development Timelapse 05:40 - Two problems solved 06:21 - I made HUD independent of screen shake 07:07 - Charge bar implementation 08:23 - In-game ball respawn implementation 11:36 - Plan for dynamic aiming blend 15:33 - Development Timelapse 16:25 - Dynamic aiming blend implementation 22:04 - Plan to add a buffer to the wedge 24:38 - Development Timelapse 25:42 - Implementation of wedge buffer 29:01 - Trying to work out an alternative plan for buffer 31:30 - Plan for next episode 31:50 - Episode recap About this series: I've decided to document my journey building from scratch my very first game, built entirely in the Godot game engine. Links: Subscribe for more devlogs:    / @hushgamedev   Godot Engine: https://godotengine.org #godot #gamedev #gamedevelopment #devlog #indiegame