After a refactoring I've added searchlights back into the game. Also trashcan lids can be used as an extremely weak shield. I loved the searchlights in the first Metal Gear and in Ground Zeros. Gotta have them here. #GodotEngine#GameDev#DeepSix
@TheLocalBogan You can use MaterialMaker, using their 2x2 node is essentially this. I feed 4 1k textures into another 2x2 to create a 4x4 atlas of 16 textures, creating a single 4k atlas. My entire game is like 4 total 4x texture atlases.
Plus you can grunge hot spotting to any you might want
After all that terrain tooling, we finally have a properly textured island to work with. Still very naked, with a LOT of blockout and placeholders. But it's nice to finally see the map taking shape #GodotEngine#GameDev
Wrote a Godot shader and Blender geometry nodes to create RGB&Black vertex colors splats based on slope and noise. Godot assigns the materials so that walls/cliffs blend from rock to gravel, and level aresa blend between sand and dirt organically #GameDev#GodotEngine#Blender
Testing the out the new villain model by assigning their meshes to the player controller. I have to say, it's fun to play as Victor... maybe for the sequel i'll let players design their own stealth agents...
#GodotEngine#GameDev
Every MetalGear-like needs some themed boss fights. I'm currently working on the model for one of them now. I've got some fun ideas for this guy. #GameDev#DeepSix
@sean_gause Lore items with hint descriptions then?
"Obtained Pistola DeFusil's pocketwatch:
Gaudy and golden, but caked with red mud, only found near the East Mine..."
Finally set dressing some areas with furniture. It's amazing how replacing much the mood shifts when blockout is replaced with real assets.
#GodotEngine#DeepSix#GameDev
Sharing a variety of fun features:
+ Lids of boom barrels can be used as (low quality) shields
+ Injured enemies will limp,
+ Helmets offer protection
+ Looting for supplies, and hiding bodies.
#GodotEngine#GameDev
Do you need 300+ modular city assets to build a city in Godot, Unity and Unreal?
(even has fake window interior shader!)
The Downtown City MegaKit is out right now!
https://t.co/Nk6SVArvzZ
#gamedev
Starting to feel solid about the general layout in the base. Time to start filling the individual areas, add props, baddies, proper terrain, etc.
#GodotEngine#GameDev
Reworked by rain and wetness system. The rain wills top indoors versus outdoors. Interiors are dry, while exteriors can get wet, and the player will wet and dry after swimming. They're not perfect, but we strive for 'good enough'
#GodotEngine#GameDev
@GameOpentech 100% built in tools. Just a NavRegion with regular avoidance. The sauce is just how I combine look direction, walk desired position, desired velocity, and real velocity when passed to the root motion 8 direction blend 2 node.
Lot of basic nodes working well together. π
Been overhauling my enemy pathfinding logic this week.
This may not look like much (because enemies still lack 8 directional movement animations), but it's a big maths success. Enemies can now get out of each other's way, by backing up and sidestepping
#GodotEngine#GameDev