I was very surprised by how a little work on lighting and shadows can drastically change even an unpainted test model
I was very surprised by how a little work on lighting and shadows can drastically change even an unpainted test model
Haven't posted in a while, so here is combat in its current state. A lot of things have been changed, but the main updates are: new UI, multiple ship control (WIP), lighting with some post-processing, and modules system for ships
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Tbh left one looks more readable, so I like it more
How big is your monitor? Everything looks extremely small
WIP on VFX for shields. Unfortunately, it was much harder than I expected.
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Thanks for explanation, sorry, I somehow lost your reply, and only found it when was rewatching some of your posts π€¦ββοΈ
*Ignore awful sounds on background
I worked a little on combat, updated the UI, added an indicator for damaged parts of the ship, and made some adjustments to the camera to keep all ships on screen while also slightly moving it around the ship when the cursor moves
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May be have some checkbox near save, or while creating new game like "Share island", so player decide for themselves
Thanks for creating such a great list, can you perhaps also add me?
I am doing this because I am really afraid of big distances. I will need to adjust the camera, environment, and other components due to distance limitations, and also create different presets for different camera distances. If I do like above my camera just stays on the same place and I am fine
I was asked if I am just moving camera for smooth transition, and the answer is no. What I am doing is moving the star system far away from the camera, spawning the galaxy behind the camera, and then moving it to the place where the star system was.
Here is a side view, where red cube is our camera
I just feel like my feed is just a wall of randoms shitpost with a random words
Hey, I am doing space rpg, can you add me?
ΠΡΠΆΠ΅ Π΄ΡΠΊΡΡ, ΠΎΠ±ΠΎΠ²'ΡΠ·ΠΊΠΎΠ²ΠΎ ΡΠΏΡΠΎΠ±ΡΡ
The truth nobody telling is that there are not any anomalies in design doc, its all just bugs
I tried to create a nebula using volumetric fog, but the result was mediocre and consumed a ton of resources. So, I decided to stick with simple planes and added some randomized geometry to make it look less flat
It took me a while, but here is a smooth transition between the star system and galaxy views, along with part of the playable star cluster
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When my desktop is full, I am just creating a new folder and put everything in it. When it is full again, I create a new folder again and move new stuff and old folder in it. Right now I am afraid to open this folder because it has like 50 nested folders in it
I have replaced the ship markers on the map with models and added more details. Unfortunately, bluesky ruins the video quality
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Most of the talented devs that were making those games are probably not there anymore
yeah, good point
I was working on quests, dialogue windows, etc., but it's still too raw to show anything. Instead, I'll show the transition between the star system and galaxy view (the galaxy is just a placeholder for now)
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Using it for a couple of months, and unfortunately editor is crushing pretty often
I don't judge or anything, my codebase(I am the only one there) is fucked up and consists only of "SAVE" commits
yeah, you know "keeping commit history clean is very important, and everyone else can just rebase their PRs"
I worked with a guy, who was force pushing some broken stuff on main, and then rebasing main to remove this stuff, if this was in an office - we would kill him
That's a mechanic that will make people drop game and even dont buy it
I tried it, and checkmark is useless, I have identical posts as on this account, and they have like 5-10 views
But you can still change content of steam page, no?
Thanks!