The main purpose of this editor for us is to build complex 3D room layouts quickly, since we need a lot of them for our procedurally generated dungeons.
There aren't a lot of level building techniques that are faster than building on a grid with modular pieces and FPS controls.
In order to develop our game Sunken Shadows, we have built a runtime level editor that is based on Godot's grid map and features Minecraft-like controls. We are thinking about developing it further and releasing it as an addon.
Let us know if this interests you, #Godot devs โจ
It also features automatic GridMap optimization that takes all full blocks in a room and combines them into a single mesh and material that uses a sprite sheet texture. This is currently done when the level is being loaded, but could be done as a post processing step when saving.
@StunForge@SFBTom No, existing assets will continue to be supported. This is just for new assets.
Otherwise the Steam storefront would look pretty empty soon ๐
@SFBTom Agreed, luckily it doesn't affect already uploaded assets, just newer ones. And the enforcement only goes into effect in November for new uploads.
We've rebuilt this shader in Godot and added our own spin with a normal map (created using simplex noise with FBM).
What do you think?
These could make nice decorations for our upcoming third biome ๐โณ
Recorded using movie maker mode in Godot for the smooth frame rate โจ
@gamemakerstk If you want to do this, you need to know the pitch/ note that your original sample is playing at (using a tuner VST or the pitch tool in Audacity).
The pitch/ playback speed multiplier to get to a certain note is calculated using 2^(N/12) where N is the difference in semitones.
@gamemakerstk A neat thing you can do instead of fully random pitches is to use a musical scale and pick random notes from it each time. If you use the same scale as your music track, it creates a satisfying cohesive experience ๐ถ
I think Nintendo does this e.g. with the note blocks in Mario.
@StayAtHomeDev We're working on Sunken Shadows, a retro first person roguelike set in a ruined city under the ocean ๐๐ชธ
Currently we're using Godot 4.2, but we can't wait to upgrade to 4.3 once it hits RC, especially for the dynamic music features ๐ถโจ
https://t.co/YgovsRs5Bk
@bitbrain Finishing the logic for our potion system. I managed to make them fully data-driven, so to add a new potion we can just add a new resource file (or a line in a spreadsheet soon) โจ
They can apply arbitrary effects to the player, weapon and enemies (e.g. the new freeze effect).
@Mi_Clos We're working on Sunken Shadows, a retro first person roguelike set in a ruined city under the ocean ๐๐ชธ
Your soul inhabits a robotic body hell-bent on destroying the people responsible for your agony.
Explore winding underwater ruins and caves ๐ชจ๐งญ
https://t.co/stYSpn75Yn
Sharpen your pencils and get ready to tick some boxes, the new #CommunityPoll is here! ๐
https://t.co/z2xjTaoLy8
Help us figure out where to direct our efforts next, and collect some of the most-awaited statistics of the year ๐งฎ
@reduzio We use Godot, Blender, Krita, GIMP, Material Maker, Inkscape, Audacity, NeoVim.
The open source game dev stack has gotten really polished and it's a joy to just send download links to our team members who quickly need to edit a file instead of having to get a license for them โจ
btw in case you missed it: Blender 4.2 now allows you to store export settings right in your blend file, PER COLLECTION, and export all of them in a single click
export settings can now be in your startup file!
exporting even has a hotkey assigned by default (Alt+E)! ๐ฅณ
@SteinMakesGames I think it's cool, especially if there are lots of characters to talk to and hidden secrets to find, or if it changes over the course of the game.
That said a lot of hub worlds are just fancy 3D interfaces with lots of walking, which could be much more efficient as a 2D menu...
@godotengine CC0 3D models that are UV unwrapped but not textured: https://t.co/fkw3dQ9paL
CC0 high quality material textures/ HDRIs: https://t.co/sW8XRerDNL
Music: https://t.co/wSDUMYhHSY (more in search)
https://t.co/OiE3GT5HTt (needs free account, check the licenses - usually CC-BY-SA)