So I have been trying to learn some shaders in order to add some effects to the tiles (on Place, destroy etc.) This is what I came up with to start that took me way too long. Nothing special but its a start. #godot#indiedev#gamedev#solodev#shaders
@floppieck Structs are the one thing I keep missing in Godot too. Would custom Resource classes cover enough for your project, or is it a performance thing?
DEEPSUB 1.0 is out. Dive with your crew in online co-op, or play the creature in versus mode and hunt them down. Act Two, Expedition mode, a tutorial dive, German, and play right in your browser with a join link. Free: https://t.co/ZvAFNcvf1t #indiehorror#godot#indiedev
Tech demo progress: lighting setup in Blender.
The level geometry is ready for baking, and the trim sheet normal map is baked.
Still working on textures, so lights are just placed for now.
#techart#blender#godot#gamedev#lightmapping
Sonar offline. Engines off. Status: SILENT.
Would you rather drift blind and quiet, or ping and give away where you are?
Free on itch: https://t.co/uT9lWkakyV
#horrorgame#indiedev
Quests, NPC, Creatures and Dialog are now in. Still bugs and missing functions abound, but you can complete the intro with doc mitchell up to shooting bottles with sunny. plus a handful of side quests #GodotEngine#FalloutNewVegas
Every rat in my game is 16 shapes in an SVG.
The whole horde, corpses included, draws from one MultiMeshInstance2D in Godot. Each rat carries four numbers (sprite cell, walk phase, state, moving or not) and the shader does the scuttle.
5,000+ on the worst waves. #godotengine
@Spidermanzdev Nice trick keeping the whole horde in one MultiMesh. Does the walk phase get driven purely in the shader, or do you still update per-rat data on the CPU each frame?
DEEPSUB 0.9.4 is up on itch: a full audio pass, and every click on the console now has its own sound. In a game where noise gets you hunted, that matters.
It's also entered in Improve My Game Jam 47.
#indiehorror#godot#indiedev
Sometimes it feels like you're going backwards. Reimagining a design means some steps look worse before they look better. Keep at it and it gets there. Echoterra's forest: then, the remake, now. #indiedev#gamedev#godot#roguelike
@FanDevLog Waiting instead of rerouting does read more predictable to me, enemies feel like they have intent. Do they ever deadlock if two of them want each other's tile?
I feel like I need to apologize for the things I've done to The Rock, but having so much fun both making and playing this project
Added:
- Enemy logic
- Divekick
- Duck + slide
- Wallcling animations
#gamedev#indiedev#madewithgodot#metroidvania
https://t.co/z56GWTEu28
@xxanderdev Rebuilding a point-and-click mobile game in 3D is a fun challenge. Are you keeping the original fixed-camera feel or going fully free-roam?