Zi
@majormcdoom
Canadian indie VR dev / founder @cozycubegames.bsky.social. Making <<Penguin Festival>> in Godot. 🐧 Past: Owlchemy Labs. Proud husband and dog dad. 🚫 gen AI 🚫 genocide ✊ trans rights
Made an "inspect item" motor task, which lets penguins inspect any held item by selecting actual points on its surface and rotating the hand to get a better view. #gamedev #indiedev #GodotEngine
The amount of an NPC's body that turns to face the player can be used to communicate tone, context, and/or social hierarchy. #gamedev #indiedev #GodotEngine
And because this is all physics-based, the hammer makes a nice whoosh sound when she turns quickly, lol. 🔨🔊
This new "give item" motor task showcases some recent improvements to penguin peripheral spatial awareness and spinal rotation math. Also flows seamlessly in/out of the hammerspace motor tasks. #gamedev #indiedev #GodotEngine
Been getting lots of mileage out of backsplashes (wasn't 100% sure I would). My scripts are much easier to navigate now, and just generally more pleasant to spend time in. 😌📜💦 #gamedev #indiedev #GodotEngine
Trying to fix a tiny bug in the character posture controller, but ended up making things worse. #gamedev #indiedev #GodotEngine
This system works dynamically, so if the player puts anything on the wall or takes them off, they have their shadows automatically removed / restored.
In some stylized lighting setups, dynamic objects hanging from or mounted to unlit walls cast ugly shadows away from the wall. I made a little solution for my game which automatically detects and removes such shadows. #gamedev #indiedev #GodotEngine
This chair is actually fucking cursed. Ever since that day, I keep discovering new bugs that make no damn sense. I literally didn't touch it for a month, and now it not only starts inside the ground, but it also affects my character's EYES. WHY??? #gamedev #indiedev #GodotEngine
Now that I already have a fluid system with buoyancy, splashes and ripples, and a physics-based fishing rod with hook-and-pull mechanics, I can add fishing by simply making a fish bite the hook and thrash around wildly near the surface. 🐧🎣💦 #gamedev #indiedev #GodotEngine
I did have an art direction doc with lots of breakdowns and examples back when I needed to communicate my vision to a collaborator. But now that I'm working alone, it's mainly just in my head.
Wind Waker was a huge inspiration for me, so a lot of the same colorful whimsical vibes can be found in my art direction for this game.
I just change the y-axis of the flag line's basis, and it distorts the whole thing. The Line3D maintains the same line thickness. Then the individual flags' vertex shader also neutralizes the distortion.
Whatever the limit is, haven't found it (125000 shown here). 🤷 #GodotEngine #gamedev #indiedev
Quick little overview of how I did my seagull vertex shader. No CPU animation. One draw-call for entire flock. No texture lookups except color. All math. 🕊️ #gamedev #indiedev #GodotEngine
Made all wind-based shaders respond smoothly to wind speed changes instead of snapping suddenly. When I first made these, I wasn't planning any live changes in wind conditions. Now I'm adding occasional gusty winds to add to the immersiveness of the world. 🍃 #GodotEngine #gamedev #indiedev
Cups now detect incoming fluid and appropriately integrate the volume and composition. This includes fluid droplets that hit the inside of the cup, hit the fluid itself, or hit something else while in the cup. #GodotEngine #gamedev #indiedev
For context, the whole reason I need this is because while I love my current cloud tech, it uses massive transparent strips that are extremely wasteful, especially in VR. This new technique would allow me to modify the actual vertices so the empty space never gets rendered/discarded.