Dio
@felghana
Wanderer. Developer of tentatively named PROJECT VOID LOTUS, Millennium Arena FPS
New map. I discovered a navigation bug so now I'm snapping to the navmesh. Linear experimental test instead of a box. I realized that the fog volume idea I had works on a greater scale, too. ProtonScatter makes this 600k grass work very nicely. #godotengine #madeingodot #godot #screenshotsaturdays
finally, the alt fire I'd been thinking about for the Tribulation Conduit. main fire akin to a laser gun, is mindless, diluted tribulation lightning. alt fire opens a portal to the heavenly will, which will automatically 'punish' anything near it. #godot #godotengine #madeingodot #screenshotfriday
worked on 2 visual effects - a proper, powerful feeling railgun effect with shockwaves, glow, flow and a black gradient for accent, and a focusing lightning for the laser over time like the UT2k4 one, but just a billboard instead of segmented mesh. #godotengine #madeingodot #godot #screenshotfriday
'level transition' done. retains weapons, etc in a snapshot when you enter the transition and reads IDs, goes both ways. Added 'hurt', 'healed' and 'armor' overlays that tween in and then fade. Also, messages for an enemy kill, a self kill or environmental death. #godot #madeingodot #godotengine
checkpoint mechanics! tracks: health, armor, weapons, ammo playtime special items current checkpoint 'special items' delete themselves if in save data, checkpoints are area3Ds with export var tied to a marker3d to 'spawn' the player. all IDs are hand authored. #godotengine #madeingodot #godot
updated to 4.7 rc3. new implementations in the menu! Some reorganization and renaming of stuff. added brightness, contrast and saturation sliders, and an SSAO toggle. Also added support for Nearest Neighbor scaling, adaptive and fast/mailbox vsync. #godot #madeingodot #godotengine #screenshotmonday
Announcing the official involvement of @luvgiantrobots.bsky.social on PROJECT VOID LOTUS! An extremely talented composer who has worked on Double Dragon Gaiden's soundtrack, he will be not only doing this project's soundtrack, but also multiple game sound effects. #madeingodot #solodev #godotengine
after a lot of tweaking, i now have a really nice and robust 'water splash' system using emit_particle and decals. for example feeding a raycast or a raycast attached to a rigidbody to the autoload. same goes for pooling sounds for the splashes. #solodev #godotengine #madeingodot #screenshotthursday
funny ass bug with bubbles floating up because rockets are technically exploding underwater. anyway sound design continues #screenshotwednesday #gamedev #solodev #godot #godotengine #madeingodot
protonscatter, sonniss, etc. bring you some ATMOSPHERE! did a ton of sound design and put in more final sound effects for each thing. splashes from wading in water, rustling through grass detection, etc etc etc. #solodev #screenshotsunday #godotengine #madeingodot #godot #needtomakenewenemies
With some tweaking, boy can I grab some atmosphere outta this grass. Didnt realize the blood decals would look so nice on it #screenshotsaturday #godotengine #madeingodot #godot #solodev
now using ProtonScatter to save myself a huge headache with multimeshes since i'll be making a forest - grass is much easier to deal with! need to do a bit more 'customizing' of this but even out of the box with light color tweaking it looks great. #godot #madeingodot #solodev #screenshotsaturday
shit nobody cares about award: added changing physics/force properties for if the bullet shells are fired underwater. you can see the ejecting shells linear damped and don't spin and fly as far. most people probably won't notice but i think it looks cool #solodev #godotengine #madeingodot #godot
water splash architecture done. emit_particle w/ autoload single GPUParticles3D is WAY more performant than instantiating particle systems. made a random texture in gimp in like 30 seconds to test it out and it works like a charm. next up, sound? #godot #madeingodot #solodev #screenshotthursday
just finished up some muzzle flash work among other things and the 'demo song' is almost done! placeholder music (in this video) by necto ulin from his UT3 remix video and placeholder sfx continue to exist, but will also be replaced. #solodev #godotengine #madeingodot #screenshotmonday
major refactor behind the scenes, but it'll do me for the better since it's no longer reliant on reading strings and throwing them around back and forth. enum replacement and all that. I hired a musician! Will be putting together some visual stuff and a bit of a teaser of his work soon.
thanks to le lu's tutorials i upgraded the blood splatter. when i make more final enemies that arent placeholders i'll make legs, arms, etc instead of these generic sphere gibs #madeingodot #godotengine #solodev #screenshotthursdays
tried making a 'realistic' lamp post model in like 5 minutes in blender to see what a 'light post' would look like. i will be making more 'alien' ones later, just wanted to see what this would look like with passivestar's light beam technique. #madeingodot #godotengine #solodev #screenshotthursday
Art asset iteration continues. Been super busy at work but finally had some time to sit down for some stuff. Hand painting 'final' iterations of weapons #solodev #madeingodot #godotengine
The evolution of 3D models is finally underway. Gonna start getting rid of the placeholders somewhat
thanks to blargis' Bloodthief release vid, optimized enemy AI, made camera smoother with top level, and did a huge performance increase with particle systems - figured out how to batch particles directly using emit_particle. procedural idle weapon, lightmaps, etc. #godotengine #solodev #madeingodot
been working on logic and reusing effects/sounds/etc as placeholders for making sure the logic works correctly. two stage alt fire plasma cannon, done! only two more 'implemented weapon' alt fires to go, the laser and shard grinder. after that, the last 2 weapons #godotengine #madeingodot #solodev
doing rain work in the rudimentary test level. a lot of backend work lately but ive been playing so much death stranding 2 lately that i just felt like I had to get the rain right #solodev #godotengine #madeingodot #screenshotthursday
it snew ...in space. working on particle systems some more, this time finished a snow effect #solodev #godotengine #godot #madeingodot
was inspired by pigface and the division to do the same tech but in Godot in my game! equal power crossfading curves for a 10 meter long raycast above my head plus AudioStreamSynchronized tracks equals immersive 'under the overhang' or 'inside a building' #godotengine #godot #solodev #madeingodot
upgraded to godot 4.5 beta 4, with @nonchip.de 's resource loader. fixed a ton of issues as well as fully implemented said loader with the newly created .wcsj format. Now we can all put the 'but resource files are UNSAFE!!' thing to rest for a bit #godotengine #solodev #godot #saferesourceloading
a couple tips, unprompted: 1. set untyped declaration to Warn, gdscript is a dynamic language but i prefer static typing everything 2. if 3d game, select Jolt physics instead of default in project settings. if 2d game, download the Godot Rapier plugin 3. signals and groups are insanely powerful
i put development on hold for a bit playing death stranding 2, but I had a sudden urge to create a save/load system using the ResourceSaver and the plugin for SafeResourceLoader, and hook it up to an Area3D for 'touch this zone and it will save all your progress' #godotengine #madeingodot #solodev
a lot of backend cleanup signal, script, export wise while i remain in development holding pattern for 4.5. did a ton of backend work to make the shards embed in stuff the way i wanted #madeingodot #screenshotsunday #godotengine #solodev