Working on storing the animation data in textures to reduce the number of shader parameters I need to call. Its, a work in progress.
#GodotEngine#gamedevelopment#godot
Finally figured out an ok-ish solution for the preview lines for certain attacks. It uses the same logic the projectiles do so the line should be an accurate simulation.
I'm not sure I'm keeping the hold-to-change-angle system on the bow attacks though.
#GODOT#gamedev
And there's the catch.
Unreal's new Megalights do this thing where they fill in slowly when the come on screen. It only happens near the edge of the lights where its dimmest, but its still very obvious. (taa/lumen on, motionblur off)
#unreal#megalights#gamedev
Got a model for the 4th playable character in, the physics on the tail was a big unknown. I ended up using the JiggleBones addon in the assetlib to make it dynamic. It behaves a bit odd but then the character does snap rotations around alot so idk.
#GodotEngine#gamedev
I wanted projectiles to have trails and I don't have an efficient setup for the typical 2D trails most games do. So I modified my pivot animation shader to stretch the meshes instead.
#GodotEngine#gamedev
One new thing I've been doing for the tile textures is using krita's file layers. I needed to be able to paint on a seamless canvas, pack all the tile textures into 1 big texture, and include padding so the lower mipmaps don't leak to nearby textures.
#gamedev#krita
Done with the improvement pass on the tiles for the first depth-zone biomes. The existing tiles had their geo cleaned up and the textures were redone with a more consistent style.
Also experimenting with directional shadows. #godotengine#gamedev
Spinning up some new tilemaps for the biomes later in the run. I use a blender python script to turn a couple meshes into a full meshlibrary ready for Godot's Gridmap system. #godot#gamedev#blender
A long overdue optimization, projectiles check the Gridmap contents to see if it does a collision, faster than physics checks, but still unneeded calls into Godot's API
I'm moving that to a C# array. Here the collision is from the array instead of the Gridmap. #godot#gamedev
I plan to re-do this visually but mechanically I have the crafting system for elemental gems mostly worked out.
Gather shards from the map's walls and craft them together to make an equip-able gem to give your weapons elemental properties.
#GodotEngine#gamedev
Time for more updates. I've got a new setup for floors, rather than repeated tiles I have a large floor mesh for each biome and raise/lower the verts on to do a transition.
Also the 2nd character now has a model, along with her signature rocket launcher.
#godot#gamedev
Well things were a bit shaky there but I got it figured out. The C# garbage collector is very restrictive one what can be done without inducing GC stutters, so I had re-structure some things, but its now working. Still got some bugs to fix and art to re-implement. #godot
Day2 into porting my project to Godot4-mono. Most of today was porting the big gdscript file that manages entities and projectiles to C#. Nothing to show yet but I made a decent dent into it and now have a surplus of explicitly typed Godot.Collections.Array objects.
Development on my project stalled last month due to technical issues. I've come to the conclusion that Godot3 gdscript is too limiting perf wise.
So I'm moving the relevant code to C#, and porting the project to Godot4.2
So far, got the world-gen and camera code ported.