#Leaden Sky - horror FPS game

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loud swan
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github actions are pretty standard cicd pipelines (with some fun features), there's several projects set up to export godot builds 🙂 just good github actions godot exports/builds and youll find them

covert forge
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dry trees visible outside of the machinery room, there will be even more elements including the power plant chimney and city visible far away

covert forge
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working on new level

fervent lion
fervent lion
covert forge
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To make it faster, there are groups instead of separate grass blades having scripts

covert forge
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Teaser coming soon

sacred zealot
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👀

whole crag
covert forge
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my friend is rendering the trailer, soon it will be public

subtle niche
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This project will put Godot on the map. Your efforts will also be for the rest of us. Thank you!

covert forge
warped cedar
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Teaser is going public very soon...

covert forge
lucid birch
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Really solid.

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After seeing this in the trailer I must mention how much I love those little interactables in games. For example breaking glass, being able to kick a can (like bean can), turn on a radio or lights. Stuff like this makes game worlds feel much more alive 👍

loud swan
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great teaser trailer, looking and sounding good

warped cedar
loud swan
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itll be awhile, i work full time

warped cedar
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Sure. Send me the necessary details in DM's 👍

signal valve
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Wowy

covert forge
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light accumulation shader

wintry wren
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Oh god this is so freaking damn good

covert forge
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Thanks a lot

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also I just made holographic sight glass glow in dark

covert forge
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this guy had a really shitty day

fervent lion
covert forge
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here you can see how strong light can become slighting blinding instead of being flat

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it works well with HDR

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you can also see it here for example

fervent lion
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Ah, very interesting 👍

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Thanks for sharing

covert forge
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another example

covert forge
lucid birch
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Nevermind, I saw your answer 😅

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I hadn't scrolled so far yet

covert forge
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not really, not now at least

fervent lion
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Is it a screen space shader?

covert forge
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yes

fervent lion
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Ah nice 🙂

slim jackal
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Dude holy crap this is beautiful!

dense crescent
covert forge
dense crescent
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Do you have any plans for switch to other ver?

lucid birch
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heres his answer

sacred zealot
lucid birch
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yeah

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probably people see good visuals and think its 4

covert forge
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working on the horror part

lucid birch
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👀

fathom sparrow
covert forge
lucid birch
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I love both Stalker and Metro! 💪 Good choice on the niche of FPS 😎

covert forge
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now I better understand how materials work, take a look at improved weapon

lucid birch
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Does anyone use ORMMaterials?

fervent lion
lucid birch
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For what? What do they do? Whats the advantage? Like I never used them 🤔

covert forge
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just added detail mask

lucid birch
covert forge
fathom sparrow
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from godot 4 documents:
https://docs.godotengine.org/en/stable/tutorials/3d/standard_material_3d.html

StandardMaterial3D has many settings that determine the look of a material. All of these are under the BaseMaterial3D category

ORM materials are almost exactly the same with one difference. Instead of separate settings and textures for occlusion, roughness, and metallic, there is a single ORM texture. The different color channels of that texture are used for each parameter. Programs such as Substance Painter and Armor Paint will give you the option to export in this format, for these two programs it's with the export preset for unreal engine, which also uses ORM textures.

lucid birch
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Damn thats cool!

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Pretty practical just having 1 texture 😮

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Less memory space. And less loading on the godot side

covert forge
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more improvements to lighting and color range

covert forge
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improvements progress

echo shard
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probably the best looking project I know made in godot

covert forge
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now I'm improving materials, here is a close-up on currently in works weapon material

lucid birch
covert forge
# lucid birch Dont you constantly improve materials? 😄

Yeah, I do various different things, fix stuff where I see it doesn't feel right, it comes to all aspects like visuals, animations, sound, gameplay, AI, story etc.
Normally they have 50 different dudes for each but well, that's nothing compared to the fact that I have Godot 😎

lucid birch
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😎

covert forge
covert forge
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better texure filtering settings, sharper picture

toxic ore
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So I tried the demo on itch.io and I thought this was supposed to be a horror game(the atmosphere implies so) until I got ambushed by literal maxtac

covert forge
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It is, if you mean the 2D one, public prototype for 3D one only features small shooting section.
It has a lot of combat combined with creepy atmosphere instead of being just walking simulator so it's probably not for everyone

covert forge
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Outlast style night vision

lucid birch
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Maybe its just me, but i feel like this material is a bit off

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It could just be that it is scaled up too much or that the normalmap strength is too high

covert forge
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it's just a very strong sun light

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I'm using more generic normal for crete surfaces but I might generate a better normal later

toxic ore
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Get some from Quixel maybe?

covert forge
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No, I don't use stock assets

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There are multiple ways to generate normals from albedo

covert forge
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I recommend this site

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You will be able to make unique looking games when you get a good grip on editing and looping your own photos of walls and other surfaces

wild violet
whole crag
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This is so awesome! the gameplay too (i saw the teaser) looks engaging! i can't wait for the demo

iron wagon
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I think this is the beat godot fps game I've seen, good job

covert forge
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light illuminates fog

loud swan
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looks great

covert forge
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remaking a lot of assets for way better quality, here is old albedo vs new one

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(work in progress)

covert forge
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@here How is Godot 4, is it stable yet? I might give it a try, recent improvements look tempting

loud swan
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especially moving files 😩 that was so buggy before

covert forge
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how is 3D inverse kinematics, still broken?

fathom sparrow
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this is one of my reasons to use godot 3.5!

covert forge
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I'm not really planning to use GI probes, they have some really bad performance anyways

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I'll likely use lightmaps for ambient light

loud swan
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havent used them in my project though

fathom sparrow
covert forge
fervent lion
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I kind of wish I used another engine or stuck with Godot 3 in hindsight

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I’m using LightmapGI as well and it has its own set of problems

fervent lion
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Having weird physics bugs too, collision is rough :/
Sometimes I have meshes go through each other

covert forge
covert forge
covert forge
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if it sucks I'll stay in 3.5

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but I'll make some tests considering recent updates

fervent lion
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Maybe wait for 4.1 stable to get released (which comes out relatively soon)

covert forge
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I really wish they focused more on proper, fully functional 3D in this engine, hope that's the case with 4.1

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I'll be trying to make a larger, more open area graphically similar to Volga from Metro Exodus, so Godot 4 has the rendering abilities I need but I hope it won't fail me in aspects related to game mechanics

fervent lion
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The Vulkan renderer in Godot 4 does perform well though!

covert forge
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The design of Volga is exceptionally smart, they were able to pull off large area with very impressive graphics mostly based around screen space reflections of water and mud, with limited foliage being explained by late winter.
I'll have smaller area which will take place during early winter/late autumn with lots of rain and generally dark, grim atmosphere.
Fog will also help with rendering distance, although visibility will still be pretty far

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I saw Godot 4 doing pretty good SSR

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it's going to be useful here along with some water shader

fervent lion
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You might have seen SDFGI reflections

covert forge
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not as much as in 3.5 for sure

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I'll check out SDFGI

fervent lion
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SDFGI is nice, you can use it in conjunction with LightMapGI, but performance is still pretty demanding

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Do you also use ReflectionProbe's in Leaden Sky? If so, are you also defining the interior property on any of them? Any strategies on handling the transition from interior to exterior ReflectionProbes?

covert forge
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not really but I might start using them

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I'm planning to use close to full Godot potential

fervent lion
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Yeah, ReflectionProbes + Lightmaps are great in Godot

covert forge
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with models pushing 100k + polys and 4k textures

fervent lion
covert forge
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also how is LOD working so far?

fervent lion
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Although I did notice this at one point lol

fervent lion
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I think it only works on smoothed surfaces if I recall correctly

covert forge
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gonna need it for terrain

covert forge
fervent lion
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Front of AK is inside of it 🤣

covert forge
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lol I thought it's a short gun

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but anyways that's because they use small model instead of another pass which is good solution

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imperfect but much better for performance

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I also do that however I have properly adjusted raycast so this doesn't happen

fervent lion
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Adds an element of positional awareness that lots of FPS games don't have

covert forge
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gives realistic meaning to length of the gun

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this is useful mechanics since I'll have the ability to put supressors on

fervent lion
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Ooh, can't wait to see the surpressors in action

covert forge
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So I tried Godot 4 and I'll be honest with you, I absolutely hate what they did with code and model import, it's very confusing how it all works, those things used to be so much simpler back in 3.5

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Funny how it imports my models completely messed up, rotated, scaled backwards and not loading any animations, while in 3.5 it worked flawlessly

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whatever Godot developers are doing I think they should stop and fix the 3D importer

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I was about to say maybe I was wrong about animations and then I saw messed up skeleton (never seen this issue in 3.5)

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And now it crashed when I tried to simply reopen tab

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I love the rendering system but everything else is in really bad state for 3D games, I really wish it was better

covert forge
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I also heard there is a way to import blender files directly to Godot, does that work well?

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the glb format is completely messed up

loud swan
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i havent had any problems with glb/gltf so far, sorry to hear you are 😦

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even skeletons/animations work fine for me

covert forge
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I'll try the blender import soon

covert forge
loud swan
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4.1.beta1 and 3 recently

covert forge
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maybe this is fixed in beta

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I was using stable

loud swan
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there were a LOT of file fixes in beta

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i had several issues resolved

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not guaranteeing itll fix your problems though haha just saying it did for me

covert forge
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well thank God and I hope I'll albe to use it

loud swan
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good luck

covert forge
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thanks, I'll try beta tomorrow

fervent lion
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glb has always been problematic for me

silver anchor
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but still godot 4.X is not enough 3D due to terrible performance best choice only o3de is 3D fit and full featured can't compare with godot (o3de is also open source, license apache 2 and mit) 🙂

sand magnet
covert forge
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In all honesty if the Godot devs cared more about things like this then maybe Godot would be used to develop actual games more often instead of being used mostly for prototypes or God forbid p*rn games

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I still like Godot but it can be really pain in the ass with things that should be fully standarized and stable long ago

whole crag
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i mean, godot is still mostly mature for 2d. it was not really designed for 3d games in the same way as unity or unreal engine

covert forge
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I don't think it should compete with those engines in terms of graphics, but solid development tools and workflow for 3D should be high on priority list

fathom sparrow
# sand magnet It really sucks that the devs dont realize that lightmaps are one of the basics ...

you right, imo lightmapper is more useful than SDFGI and VoxelGI for indie developers.
new godot 4 lightmapper is added more than 3 years ago but still lots of issues!
https://godotengine.org/article/godot-40-will-get-new-modernized-lightmapper/

Godot Engine

In most game engines, a lightmap is baked for a whole scene and there is only one of it at the same time. In Godot, different scenes can have their own lightmaps and you can mix and match them however you like.

plain otter
# covert forge devs be like: *thread closed/solved* (nothing changed)

here's the thing that a lot of people don't get with Godot though, it isn't a product and never was one, people often work on what they are interested in, so often chores/fixing issues/bugs can be brushed aside, especially if someone who is available to fix said issues, doesn't know/understand the system the issue is in. It's a classic OSS problem, lack of resources, maintainers leave/move on, often busy with something else, you get the idea here. The Godot foundation is a step in the right direction though, paying developers to work on Godot, but that isn't gonna draw interest to more of the boring parts of the engine

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I know this is gonna sound kinda old, but if you have the time/resources and you feel like something needs bugfixes/polishing in Godot, try to contribute if you can, even if it's something small

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the beauty of open source is that you have the option to fix something yourself if it isn't getting fixes/attention

plain otter
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just because it's OSS doesn't mean it's a substitute/competitor to Godot

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not to say o3de is bad though, looks quite nice, seems viable for AA and possibly AAA development, though at that point most companies might just use Unreal

covert forge
plain otter
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true, same here. Kinda want to learn C++ myself so I can start contributing

covert forge
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Don't get me wrong I don't try to sound like an ass, it's just that the engine has great potential, but that potential goes to waste in many different aspects due to certain important features not being fully developed

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It's a shame because it could literally dominate in indie development scene

plain otter
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I agree yeah, it'll take time for Godot 4.X to get more polish, but I think that time will come eventually

covert forge
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I look forward to future versions of 4 and I like the direction they are going, but it will probably take about year or two before it's truly ready to develop 3D games

lucid birch
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@covert forge can you provide a minimal reproduction project with a file that doesnt import properly?

plain otter
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might want to search for a github issue, or make one if it doesn't exist already

covert forge
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I also plan to check out .blend import and see how it works

lucid birch
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Yep. If you have issues @covert forge Then look up GitHub if there is already a similar issue and comment on that, or if not make a new one

covert forge
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another thing I'm gonna try is downloading beta versions

lucid birch
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Yep.

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Strangely I never had issues with glb/gltf or blend import 🤔

covert forge
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maybe you have different models

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I usually load ones with tons of polys and bones

lucid birch
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Well probably 😂 Would be weird if not 😅

lucid birch
covert forge
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Yes

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they are simply high quality

lucid birch
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So yeah, just download the latest RC (or 4.1, it should be out in like a week)

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And see if you can import those models

covert forge
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That's nice, I'll check it out for sure

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another thing I wonder about is the IK system

lucid birch
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? What about it

covert forge
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there is information that IK3D is degraded or something

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and will be replaced

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that looks a bit scary

lucid birch
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Well you are supposed to use the ModifierStack (or something named similar) on the Skeleton3D node now afaik

covert forge
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never seen that, how does it work?

lucid birch
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There are many modifiers like 2 or 3 different IK solvers, Look At, Wiggle Bone etc.

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You have like a stack of modifiers (like in blender)

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You can chain them

covert forge
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it's in the editor or do I have to use scripting to access it?

lucid birch
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No its in the editor

covert forge
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alright, I'll check it out, thanks

lucid birch
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let me take some screenshots

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i gotta make a quick demo model with bones

plain otter
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idk how easy it is to do on windows but you can cross compile pretty easily by spinning up a docker container or using WSL

lucid birch
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Oh and for blender import to work, it needs to be enabled in the project settings and in the editor settings, you need to set the "Blender 3 path" to be the Blender.exe in whatever directory you saved blender

lucid birch
plain otter
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oh nice

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that's good

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I thought it was really annoying to fetch all the latest dependencies and such, guess not

lucid birch
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Ah nevermind @covert forge 😐

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There was a SkeletonModificationStack3D once, now its gone again 😦

covert forge
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ah what the hell

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I use a lot of IK, this is really problematic

lucid birch
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You can probably still use the SkeletonIK3D node

covert forge
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But it's gonna be removed in future which means I'll have to do the entire setup all over again

fervent lion
# lucid birch

I’m not sure they were able to fix the issues with SkeletonIK3D before 4.0 was released

silver anchor
plain otter
fervent lion
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Oh nice, will retry in 4.1

plain otter
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idk about the plans but I was browsing github issues a while back and I saw something about adding an IK node to the animation tree, honestly sounds like the best/most ideal solution

covert forge
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old and new hand material (weapon is WIP)

lucid birch
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Looks way better!

sand magnet
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@covert forge much better the after

sand magnet
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And there is something about Godot color space that I can figure it out but looks dool and weird compared with other game engines. Or is just me?

covert forge
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almost finished material for the weapon

covert forge
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a bit of wear to it, tomorrow I'll add all minor details and done

covert forge
plain otter
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Just use the world environment node and switch the color space there

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No need for a post processing shader

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You can also do color correction from the world environment node too

covert forge
plain otter
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How are colors lost?

covert forge
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ACES tightens color range, extreme darkness and light accumulates so much it blends completely

grave oar
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will this engine be for sale after the game ships ?

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I want to make an FPS in Godot but I don't have the coding skills to write such an engine as this

covert forge
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Nope

lucid birch
grave oar
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shame but fair enough. It's amazing anyway

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I guess you might want to use it for other games

lucid birch
fervent lion
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@covert forge has been quite open with his techniques in this thread, and very receptive to questions. I’ve learned a lot in here 👍

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Just read through the thread and pull out whatever knowledge you can to apply to your own game

spring dagger
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I've seen it work with skeletons to a certain extent, but I haven't been able to get IK working.

fervent lion
grave oar
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I can usually turn my hand to FPS kits in most engines but not seen anything like this level for Godot

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I did find 1 pretty good FPS starter project for Godot so I'll see if I can build on that

covert forge
lucid birch
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If you can explain via the story why the trees dont have leaves, thats a double positive since you save performance

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allthough maybe SOME leaves would be cool

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Like dead ones

covert forge
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there used to be leaves, but since I aim at horror game I decided to remove them, performance impact wasn't really so bad, only 5% GPU on my end

fervent lion
covert forge
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working on new trees (Blender preview)

covert forge
lucid birch
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Niiiceee

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Looks much better, right? 👍

covert forge
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Not finished yet, but I can say it definitely looks better than a mass of textured planes

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and it's lighter for performance because of significantly reduced overdraw area

lucid birch
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Yeah. And it looks better than no leaves at all

covert forge
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I want to get good at it before getting into high quality stuff

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gonna showcase gameplay soon, the demo will be public in couple of days

wild violet
covert forge
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Thanks Fil

covert forge
whole crag
covert forge
whole crag
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ok

wild violet
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10 dabloons

covert forge
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the video quality is kinda bad (I was making it for 8mb limit for other server) but you can see shader for animated trees which I made myself and cloud movement combined with procedural sky

plain otter
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I just sent an 18mb file to someone through dms, worked just fine

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don't have to worry about compressing it anymore thankfully

jovial field
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Oh god... This is already in the levels of Unbelievable!

plain otter
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really nice shaders btw, forgot to say, looking awesome. Game gets better and better, has improved a lot since I saw it for the first time

lucid birch
covert forge
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Alright, here is the demo of my side project

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feel free to try it out, it's a PS2 style horror game and a part of Leaden Sky story

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it takes place before events of the main game

covert forge
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Working on full day and night cycle, I'll showcase it when done

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here is how day looks like:

desert kiln
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just a nice lil demo I enjoyed it

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eerie and I enjoyed using the axe and pistol

covert forge
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That's great to hear, thanks for checking it out

covert forge
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day and night cycle (WIP)

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not only this isn't Vulcan

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It's GLES 2.0

loud swan
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have you thought about having the screen darken when you look at the sun directly?

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ive seen a few games do that but not many, i always enjoy it

covert forge
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Thanks, the feature you mentioned is auto exposure, not sure if it's featured in GLES 2.0, but I think I could still do my own implementation of it some day

lucid birch
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Or a lens flare?

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Toggleable in the menu ofc

slim jackal
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Question for the dev:

Is this a solo project

covert forge
slim jackal
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Props to you sir, from a fellow solo dev starting out cain_salute

Are all assets and audio made by you?

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Doesn't matter just curious

covert forge
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Thanks, yes, I made all the assets in Blender, textures are either hand drawn or photos made with cellphone.
Gunshots are recorded from real guns by my friend from Texas and edited.

slim jackal
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What about music?

covert forge
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Made by my other friend VIS, I help him with album artworks.

slim jackal
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Keep up the great work :)

covert forge
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some more trees

fervent lion
covert forge
# fervent lion perf must be great 👍

It actually was, later I switched to GLES 3.0 anyways because of better color depth.
There is a great misconception that Vulkan - Good performance, anything else - Bad, it's really all about optimization skills which is an extremely wide topic

desert kiln
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I guess it doesnt really matter if you're not making a hyper realistic 3 quintillion poly game

covert forge
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I'm making reasonably modern graphics but nothing too crazy, so it will run on any average, modern PC, slightly better machines can max out settings without issues.

fervent lion
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Godot didn’t have occlusion culling that long ago

plain otter
covert forge
covert forge
plain otter
covert forge
fervent lion
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Yeah lack of IK hurts

plain otter
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which isn't great but it's usable

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it's still just the node though

plain otter
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I still miss the skeleton modification stack from the betas, even if they weren't quite polished they filled the gap for a lot of missing functionality and nice-to-haves

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I guess you can compile the engine with a custom module to get them back so it's not the end of the world

covert forge
plain otter
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I remember there was talk about adding an IK node to the animation tree, which sounds really interesting

covert forge
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I think it should just be an array-style list in the skeleton node, under separate category

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with option to connect to either target node or set Vector3 position by code

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The importing of models in G4 can also be absurdly slow at times, the blend file import is almost useless

unkempt flint
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Hey I know this is a little off topic, but is this in any way related to the leaden sky 2d game? https://helghast-95.itch.io/leaden-sky-official
I just got thrown for a loop because StayAtHomeDev just highlighted them, and it was definently not the fps I knew by that name xD

StayAtHomeDev's youtube video: https://www.youtube.com/watch?v=UX_rmM1KuWE

itch.io

Leaden Sky, official game

10 Indie Games and Projects // This Week in Godot
This week we take a look at a platformer card mashup, a cool new water shader, and an AI roguelike shooter.

Welcome to another episode of "This Week in Godot" where we take a look at indie games and projects being made in the Godot Engine. (Godot 3.5 and Godot 4)

Whether 2D games or 3D games, t...

▶ Play video
covert forge
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The story, characters, locations and general idea remains mostly unchanged. Shift to first person perspective is a large change aimed to increase immersion, realism and make horror a lot more personal.
It also brings the project closer to it's inspirations - Metro and Stalker which are both FPS games aswell.

unkempt flint
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Right on! I love both those series, and while I don't chat much in here, I've been watching your project for some time now.
Keep it up, your doing great~

covert forge
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Thanks a lot, I appreciate it

lean otter
covert forge
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enemy getting hit, the scream was cut when he got shot in the face

vivid karma
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that looks very good

covert forge
whole crag
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damn u r so dedicated you r gonna go on a shooting spree for game sounds 😂

covert forge
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Nah, I'm just planning to get guns collector license, since I always wanted to

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In Poland it's a bit more complicated than USA

whole crag
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its a joke btw

covert forge
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I know, I still used to opportunity to talk about it

whole crag
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ah i see

lucid birch
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I thought shooting ranges were more of an american thing

covert forge
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There are shooting ranges in Poland and it's the only legal way you can use your guns.

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Not sure about self defense, some sources say you can if you have special permission but it's not clear if it applies to gun collector license as well.

lucid birch
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Ah gotcha, thanks for the info!

covert forge
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No problem, pal

short geyser
covert forge
lucid birch
sacred zealot
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It’s a thing everywhere

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But there’s a lot more in America

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(Even if the comparison completely breaks down when we look at the why for fast food vs firearms)

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Not tryna get any spoilers or anything but what guns are you looking at buying?

desert kiln
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hes looking into buying a nuclear bomb

sacred zealot
#

You’re looking into buying one

#

Im looking into building one

#

We are the same

#

(We will not succeed)

whole crag
#

You are looking into building one
I am searching the bomb in hiroshima
We are the same
(we will not suceed)

river lintel
#

still waiting for a Linux demo version for testing (just a remainder). Best!

desert kiln
#

I just used proton to play it lol

#

it plays perfectly

lucid birch
#

Looking sick!

covert forge
#

Thanks

sacred zealot
#

That’s fire!

covert forge
#

made a new gun

#

I'm also working on shotgun and later assault rifle will be added aswell

#

aside from that there will be knife as melee weapon and frag grenades

#

those should be enough for the demo

short geyser
covert forge
#

There are a bunch of small differences from real one and those are intended, because Glock inc loves to sue developers for using anything too similar

#

Well maybe not sue right away but DMCA takedowns for sure

blissful bane
#

man I just have to comment on this, your work is absolutely admirable! I think it has a good chance to become the go-to FPS showcase for Godot

sacred zealot
#

Avoiding legal liability

covert forge
# sacred zealot Avoiding legal liability

in case of any legal trouble from Glock I also have backup plan and that's replacing it with CZ 75 which is also a weapon used by Polish law enforcement (the game takes place there)

sacred zealot
#

Funny story

#

I was at pax

#

At the insurgency booth

#

And I’m talking to a dev

#

And he’s telling me abt the legal stuff they gotta go thru wit guns

#

And he says

#

“Yeah there are some gun companies that have no idea what game dev is like”

#

“And they’ll tell you they’ll let you use your gun but as part of the deal you have to make it the best gun in the game”

#

Which is the funniest request I’ve ever heard

covert forge
sacred zealot
covert forge
sacred zealot
#

Yep

#

He didn’t name names but like

covert forge
sacred zealot
#

Glock might’ve been the one to ask

#

Imagine making a semi auto glock the “best gun”

#

💀

sacred zealot
#

Or, genius idea

#

You send them a fake build of the game where the Glock oneshots everyone

covert forge
sacred zealot
#

Also it’s like

#

This insane request not just cuz of balance but also

#

What qualifies something as the best

#

Because if I have a instant oneshot gun but it only has 1 bullet and can’t reload

#

Is that the best?

covert forge
#

mine is based on some american ripoff of the original, with some additional modifications

#

they shouldn't have problem with it

sacred zealot
#

Remember when people thought the AK was better than the SG in CS:GO?

sacred zealot
lucid birch
#

However I did like the AUG and Terrorist equivalent of it (was that the SG??) more

sacred zealot
#

Yeah the T side version is the SG

#

People used to consider the SG to not be worth the extra 300 bucks

fervent lion
#

SG/Aug have advantage of scope though

#

AK has higher DPS iirc

sacred zealot
#

Talking abt before they nerfed the SG

#

previously it was a straight upgrade except for price and movement speed iirc

lethal tangle
#

keep up the good work

covert forge
#

Damn I wonder who removed ❤️ reactions from this thread, butthurt mod or something?

#

I nearly got 200

blissful bane
#

it's at 185 on my screen 🙂

covert forge
#

the hell is going on

#

Whatever, something is screwed up

#

added shotgun to my smaller side project

blissful bane
#

love the way you walk in the dark until you pick up the light

covert forge
blissful bane
#

are you in the app, or the webapp?

#

I'm in webapp it looks good here

covert forge
covert forge
blissful bane
#

cool! and I suppose you can't shoot while holding the lighter....?

covert forge
#

It's only in first stage of the game where you don't even have weapons yet, so making additional animations isn't necessary since there will be no occasion for it.

#

But if I ever implemented that I would probably make it so you can still shoot weapons while holding lighter like in Metro games

blissful bane
covert forge
blissful bane
#

oh how I love the Metro series!

covert forge
#

Me too, I'm a big fan of atmospheric, story driven games

#

especially horror themed ones

blissful bane
#

you mentioned STALKER earlier, also a big fan of those

covert forge
#

Both Stalker and Metro 2033 are kinda main inspirations for my game.

blissful bane
#

"Get out of here, Stalker" 😄

covert forge
#

But I think it's gonna be most similar to the first Metro game while some story elements, eeriness and atmosphere will remind you of Stalker a bit.

blissful bane
#

very good, I can't wait

agile crater
#

my 2nd visit to this server, and just like I said 10 months ago.... Awesome work @covert forge ....looking forward to when you release this game 👏 👍

covert forge
#

Thanks a lot, this project might take a while to get fully functioning demo (maybe 3 or 4 months from now) but I'll have a smaller side project related to this one released hopefully this month so you guys should have something to play meanwhile main project is developed.

gentle trench
#

Hi, I am new to Godot and have yet to start my learning journey. I just saw your showcase and man I am super impressed. I really did not think you could make a 3D shooter at this level of quality in Godot, kinda makes me feel so excited!

Keep up the amazing work it looks fantastic!

covert forge
#

I think Godot is pretty capable of creating a solid FPS game and it would be really awesome if Godot devs made more improvements towards this genre. Do you guys agree? Maybe we should make Github request for FPS game development features some day.

gentle trench
#

Yeah I think that could be really useful as it would show people that you can make more complex things like FPS. I think its a really popular genre and having some basic features or funtionality for it might be very useful

shut canopy
#

IMO Godot is perfectly capable to do 3D FPS games, all depends on who uses it. This game, imo is one of the perfect examples, of what a experienced developer can do with it.

lucid birch
#

Or just look at the recent Road to Vostok devlog. What that dev has been able to achieve in 40 hours or so of using Godot is crazy!!!

lucid birch
covert forge
lucid birch
#

Oh okay

covert forge
#

I'm testing some lightmap baking in Godot 4, I think the lightmapper is pretty nice, so much better than 3.5.
But it does crash with more complex models (100k poly), I hope this will be fixed in future.

lucid birch
#

Didn't it get a revamp recently?

covert forge
#

I don't know, I wasn't following progress lately.

#

I'm using 4.1.1 - stable

lucid birch
#

ah def not in that version

sand magnet
#

@covert forge is a pending PR for the lightmapper for 4.2 what will make it much better

#

the PR still in review

covert forge
lucid birch
#

Ahh yeah I meant that. Didnt know it wasnt merged yet

lucid birch
#

here, the new denoiser already seems to be merged

covert forge
#

To be fair Unreal is the most graphically sophisticated engine on the market, I'd be happy if Godot just provided more industry standard tools for development itself (like terrain editor and please not a plugin) and better level creation tools.
I'm fine with the graphics.

covert forge
#

I also saw it in menu options.

#

Generally the results and bake times are very good, my only concern is about the crashes I mentioned.

lucid birch
#

Yes Materials are still a bit better in UE but not much

loud vigil
lucid birch
covert forge
lucid birch
#

But I dont think that all those systems could bring down performance by 150 fps

#

and if so, he could still switch to C++ if things get close

#

AFAIK hes using C# rn

vital grotto
#

are you now using 4.x?

covert forge
#

At least that's how it was for me, barely any CPU usage but the GPU always above 50% usage

covert forge
desert kiln
sacred zealot
zealous jasper
plain otter
plain otter
plain otter
#

especially in C#

#

also, it's worth noting, that if the demo shown was running in the editor, (C# seems to actually run slower in-editor than GDScript). There's still more performance to be had when exporting the game to target platforms

plain otter
#

idk which release of Godot 3.X, but it definitely had PBR support, at least by like 3.3

#

oh nvm, you were talking about the UE3 picture. Disregard what I just said lol

covert forge
covert forge
# plain otter what are some of the missing features for FPS game development?

Adding 3D reference points for easy object placement and navigation, mentioned terrain editor with proper painting system, foliage, chunk based optimization, proper CSG based editor with option to bake meshes with proper UV, generally having a lot more level modeling tools for basic shapes is needed so you don't constantly have to model entire levels in Blender.
More control is also needed for lightmaps like being able to modify strength of scattered light rays because currently indoor scenes are way too bright while outside turns out overly bright. There should also be more control given over navmeshes since those often bake a lot of unnecessary geometry that would need removing or fixing.
There are lots of things.

lucid birch
plain otter
plain otter
#

I also agree it would be nice to have more control over navmeshes, though idk what that would look like though. I also agree that the Godot 4.X and 3.X lightmapper need some work.

plain otter
covert forge
#

Plugins aren't good enough, remember that those are usually done by single person and they don't get anywhere near attention, polishing or optimization as build-in features.

#

Honestly I don't remember ever seriously using plugins for my projects, even when features they present are nice they often suffer from crashes or huge performance problems.
Things like creating proper level editor require a team of professionals to get it right, not a math teacher who makes a plugin aftet work as his small passion project.

#

I heard that the Vostok developer is going to contact Godot devs about some of the necessary features which will help this engine grow and become more respectable.
I just hope it all goes well and they will cooperate with him, because it's a big chance for this engine to grow.

subtle ivy
plain otter
#

If you want you can contribute

#

Get it updated

#

If it needs to be

subtle ivy
#

I’m far too inexperienced with Godot to do that, I’ve never made an addon

#

What version was it last updated for?

plain otter
#

A while ago

#

It should probably work though

#

If not I can get it up to speed today

plain otter
plain otter
#

Basically the gltf export just uses the GLTF module

#

You can also export an entire scene as a gltf in the engine itself

subtle ivy
#

So it exports to some cache location, then imports?

plain otter
subtle ivy
#

Honestly, I’m not sure how CSG affects performance, but you can’t add physics materials, which are pretty useful

plain otter
subtle ivy
#

Oh Godot 4.0

covert forge
subtle ivy
#

Perhaps when I wake up I’ll try that. I’m still making my level

plain otter
subtle ivy
#

Yes, but I’d probably just use a curve in Blender so it’s not like it’s much different

plain otter
#

CSG meshes are horribly unoptimized tho

subtle ivy
#

Scattering objects/arraying them along a path is something you can do in Godot as well

subtle ivy
#

Because you could just lower the resolution of the curve itself couldn’t you

plain otter
#

Oh you mean the CSG curve

covert forge
#

I wish for Unreal Engine style worflow where you can literally add, subtract or modify already existing geometry and then bake it all into one or multiple meshes, click on walls, modify UV's, assign materials to selected surfaces etc.

#

Godot is seriously behind all that and it's way beyond capabilities of what single person can do in a plugin.

plain otter
subtle ivy
#

I’m using 4.1 so I was exclaiming that as a good thing

plain otter
#

Oh

subtle ivy
#

But I suppose it’s really not the same

covert forge
#

Yep, it's not the same.

#

Having this in engine really makes workflow so much cleaner and easier.

subtle ivy
#

With Godot I just wish I could apply rotation and scale

#

Like in Blender

#

And yes editing UVs and meshes would be quite useful

#

I think Godot still has a while to go before it’s got a solid base in all of the different workflows

covert forge
#

Geberally constantly switching between various programs is not the most efficient or comfortable workflow. Which is why modern engines include tools for you to fix, adjust or even create stuff when needed without turning it into a chore.

subtle ivy
#

Perhaps we’ll see more of that in plugins

#

In Blender there are a fair few plugins that begin to become integrated into normal use of it

#

Things like Terrain3D and Jolt, as well as ProtonScatter (I’m using these, but it’s fair to say that these handle their functions better than the base engine)

#

I suppose the risk of that is that performance is slowed due to the fact that it’s not all integrated in the base of the engine

covert forge
#

To me game engine serves one general purpose - creating games, there are aspects to it like coding, animating characters, building levels etc and what engine should provide is tools to make each process more efficient.
So far the biggest issue is with missing level design tools and honestly we could use something better for animating characters in 3D too.

#

Sure you can do it in Blender, but there should be a tool to allow quick and efficient fixes or adjustments.

subtle ivy
#

And I’ve heard Godot doesn’t have IK yet (4.1 at least)

covert forge
covert forge
#

I mean the IK node

subtle ivy
#

I’m contemplating trying something different, since the terrain is just looks and not interactive in my game

#

Terrain3D has massively increased load times in my project

#

Performance with it is pretty decent though

#

(I think, I didn’t do much testing)

subtle ivy
#

In the same way, I suppose Godot’s documentation is still lacking in a couple of areas, for example audio, where the spectrum analyser instance has no docs.

covert forge
#

Godot is becoming more recognizable and respectable engine and it's awesome, but there is still a ton of work that needs to be done in order to make it's workflow solid and polished.

#

I think we will be getting there around Godot 4.5

#

Adding missing tools is gonna take some time.

subtle ivy
#

While I think people are overestimating how many people have moved from Unity to Godot, I do think that Godot should pick up momentum in the coming months and years, as Blender did with 2.8 and beyond

covert forge
#

I can personally still create games with the features it has but I belive a lot could still be improved because currently I'm not even sure I should start using IK node if it's gonna be replaced later.

covert forge
#

And I'll be fine even if it makes engine as big as 2GB, it's tiny by modern standards

subtle ivy
#

Oh for real

#

And besides, in 4.2 they shaved down a couple of mb just by changing a denoiser

#

I highly doubt Godot will get to a large file size without having a bunch of useful features

#

I do like the comparison between Blender and Godot, and I don’t know if Godot’s had its 2.8 moment yet, but if not I think it’s coming soon. Some people don’t even trust Unreal anymore

covert forge
#

It could be great if there were additional options after installing engine like "advanced 3D tools" which would download additional level of tools for the engine.
So if someone uses it for 2D they wouldn't have to use heavy additions.

subtle ivy
#

I mean they already have something similar with the export templates

covert forge
#

They do, and it's like 10 times bigger than engine itself

subtle ivy
#

Or maybe twice as big

#

Which is still small considering the engine is ~150mb?

covert forge
#

I thought it's like 65mb?

#

or was it 3.5

candid rapids
#

i thought it was sub-100mb too?

sand magnet
#

Lightmap indirect is not merged yet but soon

#

reflections will improve a bit soon too

#

but is not close to unreal's

covert forge
#

I think it's generally fine as it is, I'd personally recommend options for raycast illumination strength for bouncing light and stability improvements to advoid crashes with high poly meshes.

#

Stability and functionality is most important after all, it doesn't and shouldn't compete with Unreal graphics.

plain otter
plain otter
#

I agree though, some form of "project intro", where you can select which official plugins you want or more officially supported plugins would be nice

plain otter
plain otter
subtle ivy
#

4.1.1, just gdscript

fathom sparrow
#

I think best option for level editing for Godot is Trenchbroom and Qodot plugin. This is an example using this approach:

#

he said: "Some editor shots for better quality. Build time was roughly 3 days, including audio." and I think it's incredible.

plain otter
#

Qodot is a great option though

covert forge
covert forge
# fathom sparrow I think best option for level editing for Godot is Trenchbroom and Qodot plugin....

That looks nice for this style of shooters. I'm aftraid it wouldn't be enough for creating a modern, high quality shooter games as those need significantly more detail, nature, foliage detail, trees and a lot more organic elements.
It's cool and all but I can't imagine myself creating something like levels from Metro Exodus in it and expecting it to be properly optimized (something you usually don't worry about with low quality graphics)

subtle ivy
#

What game is that?

covert forge
#

Metro Exodus

subtle ivy
#

The Road to Vostok dev moved to Godot

#

it looks like there is a bit of outside environment in that game so it could be interesting to see how that is handled

covert forge
#

I mean if you know how you can all of this stuff, here is something I did back in 3.5

#

but it's not the most comfortable workflow without right tools

#

it's a chore, we really need new tools for modern level design

subtle ivy
covert forge
#

About visuals, Vostok developer made this post and I think Godot developers should take a close look

subtle ivy
#

Interesting read

lucid birch
#

Yess thats the spirit 😄

covert forge
#

I heard the dev is experienced in programming, maybe he can make some contributions.

#

Personally I can't do much since I'm more of an artist/designer than a programmer.

fathom sparrow
plain otter
# covert forge That looks nice for this style of shooters. I'm aftraid it wouldn't be enough fo...

generally the workflow is to use blender or external modelling software for the final product, but I agree there needs to be better prototyping, there's an ongoing proposal here: https://github.com/godotengine/godot-proposals/issues/2879
i've found some additional plugins which are pretty useful as well, and are about as close to "official" as they can reasonably get
https://github.com/TokisanGames/Terrain3D
https://github.com/jarneson/godot-ply

#

oh... both are for Godot 4, nonetheless, good plugins

sacred zealot
#

It’s not perfect but it’s something

plain otter
sacred zealot
#

Yeah I think someone would have to backport them

plain otter
#

Easier said than done

merry locust
#

Did you use my blackboard light shader or did you bake it with the gpu lightmap?

merry locust
#

Did you keep my radiator ambient light shader or was this also done with lightmap?

sand magnet
#

@merry locust thanks for porting that scene

#

All is done by the lightmapper

#

blackboard light is just the emission light

#

I made some tweaks to the scene

#

but all comes from the lightmapper

merry locust
#

Nice

#

I like it

sand magnet
#

here you have 2 more light scenarios

#

the second only have sky lights, the 3rd one sky lights + emissive

#

not a single omni, spot or directional light (only to light the sky)

#

I have to mention that that branch of the lightmapper is not merged yet. Will be soon

merry locust
#

Looks great

covert forge
# sand magnet https://youtu.be/T-Q-8h5wbzo

My only issue is how the light looks outside of the building, is it glowing white or realistically lit? When I baked my lightmap I had to put sky emission strength into some ridiculous amouts to get light inside room at all and that's a problem, because when building a level you will have both indoors and outdoors at the same time.

fathom sparrow
covert forge
fathom sparrow
#

Maybe the OP doesn't know about that

covert forge
#

Hammer shines here because it actually has modelling tools build in, generally a perfect engine would have everything you need, the only downside would be a huge size of the engine.

#

Nah, he's just biased it seems.

#

CSG was way back in UE3 and 4

#

and advanced one

fathom sparrow
#

he said it's possible to export map az fbx to import in other engines, is it right?

covert forge
#

is he talking about baked csg mesh?

fathom sparrow
#

I think you said times ago that you switch fro UE to Godot if I remember correctly. why?

covert forge
#

oh yeah it's called bsp in ue

fathom sparrow
covert forge
fathom sparrow
covert forge
fathom sparrow
covert forge
#

Generally I'm gonna stay with Godot, despite it's flaws I think the UI and GD script are amazing, I just wish for more features and improvements with lighting and performance.

fathom sparrow
#

The Counter-Strike 2 Workshop Tools are an optional free download included in Counter-Strike 2 and must be installed to create workshop items or addons. Unlike CS:GO Authoring Tools, which requires CS:GO purchased prior to 2018, or requires Prime Status, it is available for all users for free.

covert forge
#

Isn't that just a chunk of engine for level editing tho?

fathom sparrow
fathom sparrow
covert forge
covert forge
fathom sparrow
covert forge
#

I get what you are trying to do, you sneaky bastard

#

it's a cool idea tho

#

if we could just make entire levels there we could use it until we get our own tools in Godot

#

but even if it doesn't have export support you can rip 3D model from video memory with certain tools

#

I remember doing that with some emulators

fathom sparrow
#

Oh god no! if only it export directly I will use it. indirect method will have their problems like broken export and crash and like those

covert forge
#

Let's hope it's there. Alternatively you could try exporting meshes from Unreal too, not sure how well it would export material slots but it's worth a try.

sand magnet
covert forge
fathom sparrow
covert forge
#

finishing firearms for my side project, first chapter releasing this month, will be using similar systems for main game

sacred zealot
#

👀

nocturne linden
#

@covert forge how do you level build? i am currently making a 3d top down game and was trying the workflow of exporting individual assets from blender (walls, floors) and sticking them together using a GridMap in godot

#

ive heard gridmaps arent great so im planning on moving away from it but that will make it harder to level build in godot

covert forge
# nocturne linden <@373183737434734604> how do you level build? i am currently making a 3d top dow...

First I make a design document where every single detail is properly described. Then I make a map and additional design arts if necessary, I make sure it's correctly proportional to characters and other objects in game. After it's done I make the entire level in Blender and make sure it's within limits of polycount and overdraw.
I spend extra 1-3 days on just checking if everything is properly crafted only then I export it to Godot with placeholder material slots, I assign my own materials for better clarity.

To know what works for your game and what doesn't you first need to make a couple of simple level prototypes, this way you can gather data and create proper levels right away without needing to constantly make micro changes which wouldn't be optimal for development.

nocturne linden
#

yea i should probably try making entire levels in blender, i was just putt off after reading up some stuff online about how you cant change small details in engine

#

i suppose i could make the barebones level in blender and add the decorations etc in engine

#

i recently found a plugin called AssetPlacer that might just be my solution for that

covert forge
#

Honestly Godot isn't very good for level design, in fact the only useful features so far are prop placement and adding some simple lighting. Everything else regarding level design needs to be made with methods outside of the engine and for very specific needs.

#

For example I tried some terrain plugins and they literally cut performance in half, it's unacceptable.

desert kiln
#

Trenchbroom + one of the 2 godot plugins for it (tbloader seemed more stable for me) seems pretty solid rn to fill in that gap

desert kiln
covert forge
#

Depends what are you needs, we really lack any kind of modern design tools, I just put all my hope into future Godot 4 updates.

lean otter
#

How are you texturing terrain? Multi texturing and decals (floating above surface)?

covert forge
#

Godot 4 has normal decals so it isn't a problem.

#

When it comes to terrain I plan to add my own 4 channel material for coloring, based on a 2D texture sample.
I'll do most of the work with it in Blender.

#

As for my simpler side project it features a much simpler solution, what was done back in 2000's eara is just modelling terrain with some texture variations, including texture with blending on edges.
It help to maintain the original style used back them.

#

like here you can see the seam

#

I'm currently modelling new level, here is how it looks in terms of polygon structure

covert forge
#

finished the hardest model - car, now I have all models done for this level, I just have to texture remaining stuff

covert forge
#

new nature animations

covert forge
#

finished and already inside Godot project

formal sleet
#

The main menu buttons are tiny

#

Actually the text is hard to read too

covert forge
lucid birch
covert forge
formal sleet
#

I think you have to change the stretch mode

covert forge
#

I can manually scale each part of UI but I think this should be done automatically by engine

covert forge
lucid birch
#

bruh did you put yourself in the thumbnail? 😝

full wedge
lucid birch
#

👀 Yes

echo willow
#

this was made using godot... holy smokes

plain otter
plain otter
#

and UI anchors need to be setup

#

what you want is to set the stretch mode to viewport, and the aspect to expand iirc

#

nvm, you want 2D I think

#

yeah, you'll want 2D, in Godot 4 it's called canvas_items

#

assuming you are using controls for the UI nodes, anchors, containers, etc. It should all work as expected

covert forge
# plain otter https://docs.godotengine.org/en/3.5/tutorials/rendering/multiple_resolutions.htm...

As I said, it's different in 3.5 you can set certain surface to scale into screen size, but that's not what I'm trying to do.

I have certain UI elements like health bar or ammo display and those can not be stretched because with different screen proportions like ultra wide it would look awful.
I have been unable to find any function which would help me scale UI elements to keep proper proportions, so far the only way for me to scale those was to do it through code with my own scale calculations based on given width and height of display.

If you know DIRECT answer to how I can do it automatically then I will much appreciate it.
Please do not send me documentation links, I've read it already and most of the things there didn't have direct answer to my problems.

plain otter
plain otter
covert forge
# plain otter Setting the `aspect` to `keep_width`, `keep_height`, `keep`, or `expand` is prob...

I've tried it too, unfortunately that didn't work, I'm not sure how it works in Godot 4 so I can't tell.
I was reading some threads online and it seems like people had similar issue with 3.5.
Currently I solved it with simple script which scales cretain UI elements properly, I just hoped you can do it all in editor without touching the code (I know you can do it for full screen effects and elements)

covert forge
plain otter
#

Wait nvm I'm being stupid, don't think that'll stretch them weirdly, only just position them wierdly

covert forge
plain otter
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Yeah, I'd take a look at the demo project and see if you can replicate it yourself

covert forge
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It's not a big issue, I just like to keep as little code as possible

plain otter
covert forge
#

Things like health bar or ammo counter only need their scale changed with screen proportions/resolution, scaling marigin isn't necessary

plain otter
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margin is different here, it instead describes the 'offset' of a UI element from their anchor point

covert forge
#

Well, there are couple of marigin presets to choose from as well as ability to modify it yourself. I set marigin to the part of screen where I need it and then simply scale the whole thing.
It might not work well for complex menus or lots of options but I simply use it for elements which are strictly designed to stay at certain form, regardless or marigin.

#

I don't really touch the marigin after launch, I use pivot position instead to set grow direction.

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Since I don't plan any kind of mobile support I don't worry about totally different screen sizes, it's all desktop.

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So just many variations of wide screens.

plain otter
covert forge
covert forge
#

here is a preview of my new level in Blender

lean otter
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How do you plan to add detail to the terrain an break patterns? Decals, multitexturing, custom shaders..?

lean otter
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Is the "4 channel" material simply mixing textures using each channel as a mix factor?

covert forge
#

you can do it in many ways, 4 channel map is the simplest one

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it's reading colors from map sample and drawing textures assigned to those colors

lean otter
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Do you use multiple UV sets? I find it quite limiting that Godot only supports two UV sets

covert forge
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No, you only need one UV set for that

echo shard
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How do you intend to block the edge of the levels ?

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Always curious about that, cuz I suck with that

covert forge
echo shard
#

Do you level design directly in godot ?

covert forge
#

No, currently Godot is pretty terrible in this asect

plain otter
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yeah, Godot's built in level design tools leave a lot to be desired (CSG). There are box modelers and level design plugins for Godot that improve the experience quite a bit however

covert forge
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Good for 90s era shooters, but not even scratching the surface of modern level design

plain otter
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Pretty good for blocking out a level

#

However you do still want to make the level geometry, etc in blender

#

CSG is also intended for fast prototyping but honestly isn't nearly as efficient or fast as I'd like it and the plugins are far more feature complete and have a more streamlined workflow

covert forge
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To be completely honest you might get the most basic level design tools with plugins, but I wouldn't call them feature complete. Most of them are written in gd script and painfully slow because of that, they are also missing tons of industry standard features, best you can get is probably something on the level of ~ 2005 design tools.
You will know the difference when you try other engines, Godot needs a lot of catching up and it needs those level design tools build in if it wants to be taken seriously for modern game development.

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I wish we had Source 2 / Unreal Engine 5 level design tools, have you tried those? Extremely useful, I think I'm just going to try making levels in UE5 and see if I can import them in Godot.

desert kiln
desert kiln
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excited to try it

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why dont u do Linux builds btw? it runs fine with wine but I'm just curious

covert forge
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I don't have Linux

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I would need to setup virtual machine

desert kiln
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maybe WSL could work? or a VM? or a good trustworthy friend

#

just tried it, very nice very well done man, the visuals are pretty awesome, reminds me of FEAR for sure

covert forge
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Thanks, I made the assets

fathom sparrow
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I test the demo using Wine on Linux and it is awesome and polished gdthumbsup

plain otter
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I've exported to both Linux and MacOS from Windows and it works

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MacOS was a bit rough because the app wasn't notarized but once I bypassed gatekeeper it all worked

covert forge
grave oar
#

Your work is insane. I hope you eventually port your project to Godot 4 so we can see how that looks

covert forge
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Thanks, as I said previously this is a different project meant to have simple visual style.
My main project will be made in newest version of Godot 4 with highest quality graphics I can make there.

echo shard
#

Looking good ! Like the atmosphere

plain otter
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Loving the progress!

covert forge
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Here it is, now you can get early access with a complete first chapter.

polar cipher
#

🇩🇿

quasi needle
#

Pretty nice

covert forge
#
#

So this is the trailer for first chapter of my side project

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After the whole game is done I'm gonna have full skill set for creating a very high quality game in Godot 4.

desert kiln
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the world is not ready

covert forge
#

I was doing some tests with Godot 4 here

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(I made the models and textures)

covert forge
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I made some nicer trees with procedural snow on them, it's not baked, it's added dynamically with a shader

covert forge
#

Gonna add some bushes and destroyed buildings later

covert forge
#

Oh shit, i forgot to turn off backface culling for small branches

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here is how it's actually supposed to look like

sacred zealot
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Niceeee

covert forge
#

I changed some filtering options and here is the result

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sunset:

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(I have fully dynamic day and night cycle)

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night:

unborn rivet
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Mate, this is really impressive, great work. The only thing that puts me off are those textures in the bunkers. They seem very samey and too gritty. Also, the colour palette is overwhelmingly grey so it's very hard to see what's going on. Just some constructive criticism 😅 . But definitely keep going, I'd love to play this if it ever comes out for Mac or consoles (I don't have a PC).

covert forge
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I was rushing with the release a little and tried to focus mostly on getting the game run well, without any issues. I will be fixing small things like this and adding a lot of new elements to environment in future updates

unborn rivet
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I meant the Leaden sky game at the top of this post. But maybe I'm looking at very old footage?

covert forge
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not sure, you can always point out which one you mean

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I showcased like 3 different projects here, one is the main game (recent screenshots), one is kind of "DLC" with the same title +Nightmares added and other is prototype.

elder stone
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Hello! If it's not secret how did you solved gun not clipping into walls?

covert forge
elder stone
covert forge
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No problem

gusty kettle
sacred zealot
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I think valorant does that too, which is why their shadows get all weird around the viewmodels

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Don’t quote me on that though I’m not 100% sure

covert forge
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You should turn off shadow casting by player hands model, shadowmap never looks good that close to camera, unless you have virtual shadowmap which is only used in Unreal Engine 5 as far as I know.
There are other tricks but this one is the most performance efficient of all.

sacred zealot
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What’s a virtual shadow map?

covert forge
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16k shadowmaps broken down into 128x128 tiles

sacred zealot
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ohhhh i see

covert forge
#

testing decals

subtle ivy
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?????

covert forge
#

Why is there no bullet physics anymore in Godot 4?

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It was far better than the default physics we have now

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I'm gonna try out Jolt and see how it works

covert forge
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I just installed it, character body physics work incredibly well using Jolt, no jitter, it's all smooth

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I just hope ragdolls will work well and this is all I need

plain otter
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Godot had hired a maintainer to work on their own in-house solution for Godot 4 but that maintainer/developer left and now the physics is sort of in limbo

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There's a proposal to make jolt an official add-on or even the default physics engine for 3D in the Godot proposals github

covert forge
plain otter
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Yeah, why the proposal was made and was being considered

obtuse geyser
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scrolling through this thread this is amazing

covert forge
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simple yet perfectly functional attachment system

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There are just 2 buttons for it, currently there is option to attach suppressor and hologram sights are also planned

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It's simple and doesn't take away your control with any immersion breaking menus, but also doesn't get you killed with long animations

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Gameplay and utility, simple as that.

covert forge
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Clouds casting shadows on environment and volumetric fog as they move on the sky

lean otter
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That's sick. How do you even do that? 😅

covert forge
lean otter
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It's looking pretty good! Keep it up

covert forge
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Thanks

covert forge
vital grotto
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this is more good looking than Vostok