Cat
@feles-machina
Indie Game Dev Creating the stealth action title named "DEEP SIX" Maintaining "Rigodotify" Blender rigging plugin Wishlist it on steam:
Another sidelined feature got added back in today. The sonar-doppler won't detect enemies at first, it only pings the local relay station location. Once you active the local relay, then your ping can highlight enemy positions on screen. #GodotEngine #GameDev #DeepSix
Not part of my real game at all, but decided on whim to see how fast i could spin up a plane shooter controller. The answer, 30 minutes, (but all sorts of gun systems were already in place... so that's cheating a little) #GameDev #GodotEngine
Modeled a Sopwith Snipe Biplane this evening, i need it for some upcoming cinemas. And you can pull off its mounted Lewis Gun as shown here :) #DeepSix #GodotEngine #GameDev
Sneak peak at a new unlockable pilot outfit for Alice. Pilot gear and jacket, directly inspired by Amelia Earhart. #DeepSix #GodotEngine
Added back in a feature i dropped for a while. Folding your your gun out of the way of objects, and adjusting for gun lengths. If your rifle is too long to aim around the corner, swap to something with a shorter barrel and try again. #GameDev #GodotEngine #DeepSix
#GameDev demonstration i gave about model/texture options for different hardware. Each has 16x16p textures, color, R and M row 1: Cubes, with some simple geometry accents -276 polys row 2: True geometry, -2622 polys row 3: Cubes, plus normal maps -48 Polys row 4: Cubes, no normal maps -48 Polies
Luring guard with cigarettes, this time with the juice. I think folks didn't realize the last video was a prototype/first draft, and that i'd be fleshing out animations and vfx later. So here is the mechanic as it stands currently. First make it exist. Then make it better. #GodotEngine #gamedev
Haha, fun to share the concept art which comes in all shapes, sizes, and talent levels. I promise I can draw better than this, but honestly nothing beats an LCD doodle pad for casual concept iterating. #gamedev #godotengine
Initial docks level blocked out now to a playable state. Terrain systems, road systems, building systems, grass and scattering systems all in place. We're in pretty good shape now, and things should start rolling out pretty fast. #GodotEngine #DeepSix #GameDev
New simple feature. You can honk the horns of vehicles to lure enemies to that location. Just one more distraction method at your disposal to sneak through areas. #GodotEngine #GameDev
My son's nightlight bulb shattered, but a 3D print from the @kenney.nl toy car pack works for a solid replacement 🙂
Been working so much on terrain shader and map-making tools lately. I'm happy to report performance just jumped about 65% with nearly no difference to look and i can finally start dressing the world with plants, etc #GodotEngine #GameDev #DeepSix
Added back in a feature i enjoyed, but had dropped for a while. Grenades stored on enemy belts can be shot, triggering their detonation. Just one more way to take enemies down, or create a distraction. #DeepSix #GodotEngine #GameDev
New weapons and animation system, and new reload animations. This is testing out removing almost entirely IK overrides and sticking to a simpler animation driven system. It should help me add more weapons and in general make this game a little faster. #GodotEngine #DeepSix
3D printed a new tech screwdriver case since my old one has been destroyed over the years. This one is my own design to hold 96 bits... Which ended up being overkill but at least I have the space now should I need them. #3DPrinting
A few game dev thoughts. I think I like ReflectionProbes better than baked lighting, I think animated foliage is overrated, and i think I shouldn't get spotted if i'm not moving, in a lowered my stance, and far enough away. #GodotEngine #DeepSix
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 villian 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
Not game dev related, but finished a rather complex 3D print today..Can you name the gun and game? #3Dprinting
Sharing a variety of fun features in Deep Six: + 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
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
Blocking out level map ideas for a DeepSix playable demo #GodotEngine #GameDev
Been overhauling my enemy pathfinding logic this week. This may not look like much (because i still haven't given the enemies full 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