#Leaden Sky - horror FPS game
1 messages · Page 2 of 1
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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
great addition!
Using Mesh Instances?
Grass uses 3D models with LOD that I created in Blender
To make it faster, there are groups instead of separate grass blades having scripts
Teaser coming soon
👀
bro that looks AWESOME
my friend is rendering the trailer, soon it will be public
This project will put Godot on the map. Your efforts will also be for the rest of us. Thank you!

Teaser is going public very soon...
Leaden Sky is an indie FPS game with horror elements and rich storyline, it's being developed by mostly one person. It is inspired by games such as Stalker and Metro 2033. This game is being created in Godot 3.5. The version that you've seen was developed entirely in just 4 months, including all the 3D assets and animations, which are all fully ...
Really solid.
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 👍
great teaser trailer, looking and sounding good
Ay, thanks man.
could i hire you when my game is ready for a trailer? 🙂
itll be awhile, i work full time
Sure. Send me the necessary details in DM's 👍
Wowy
Oh god this is so freaking damn good
Excuse my ignorance, what does the shader do?
The brightness is multiplied instead of being linary added, this results in better color depth and accumulating light
here you can see how strong light can become slighting blinding instead of being flat
it works well with HDR
you can also see it here for example
no problem pal
What? The video looks like a normal light? What does your shader do?
Nevermind, I saw your answer 😅
I hadn't scrolled so far yet
Will you publish the shader at godotshaders.com?
not really, not now at least
Is it a screen space shader?
yes
Ah nice 🙂
Dude holy crap this is beautiful!
Godot 4?
Godot 3.5
Do you have any plans for switch to other ver?
I asked the same thing 😄
heres his answer
This is gonna be a recurring question 😭 we gotta make an FAQ for this thread
👀
I see this today, same vibe!
https://www.youtube.com/watch?v=hlsCoPloLFY
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Cool game, but the similarities are only on surface level (the FEAR style).
Trepang is more of an fast paced action game, while Leaden Sky is going to be much more slower paced horror focused on storytelling and exploration in large, half-open areas more like Stalker/Metro/EFT games.
I love both Stalker and Metro! 💪 Good choice on the niche of FPS 😎
Does anyone use ORMMaterials?
Yes ofc
For what? What do they do? Whats the advantage? Like I never used them 🤔
If it's the standard material format then yes, I use them here
just added detail mask
What do you mean with standard material format? I don't mean the StandardMaterial3D 🤔
The one from Godot 3.5, it's not PBR, it's more "traditional" one, pretty sure there is some name for it, isn't that ORM?
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.
on polyhaven you can find materials that has ORM textures like this one:
https://polyhaven.com/a/ceiling_interior
OHHHH
Damn thats cool!
Pretty practical just having 1 texture 😮
Less memory space. And less loading on the godot side
probably the best looking project I know made in godot
now I'm improving materials, here is a close-up on currently in works weapon material
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 😎
😎
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
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
Maybe its just me, but i feel like this material is a bit off
It could just be that it is scaled up too much or that the normalmap strength is too high
it's just a very strong sun light
I'm using more generic normal for crete surfaces but I might generate a better normal later
Get some from Quixel maybe?
No, I don't use stock assets
There are multiple ways to generate normals from albedo
I recommend this site
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

This is so awesome! the gameplay too (i saw the teaser) looks engaging! i can't wait for the demo
I think this is the beat godot fps game I've seen, good job
looks great
remaking a lot of assets for way better quality, here is old albedo vs new one
(work in progress)
@here How is Godot 4, is it stable yet? I might give it a try, recent improvements look tempting
I think it's good.
im loving it. newest version has lots of bug fixes that i was waiting for
especially moving files 😩 that was so buggy before
how is 3D inverse kinematics, still broken?
if you want use lightmapper(LightmapGI in godot 4), check this issue:
https://github.com/godotengine/godot/issues/56033
this is one of my reasons to use godot 3.5!
I'm not really planning to use GI probes, they have some really bad performance anyways
I'll likely use lightmaps for ambient light
no idea, ive seen some questionable posts so far on them, but i think those people all figured it out
havent used them in my project though
LightmapGI is equal to BackedLightmap and
lots of those issues aren't related to GI probes, like this one:
Vulkan: LightmapGI is culled as soon as its origin is outside the camera frustum
then let's hope they fix it in next Godot version
Use Substance Painter?
Still too buggy IMO
I kind of wish I used another engine or stuck with Godot 3 in hindsight
I’m using LightmapGI as well and it has its own set of problems
Are you using IK for Leaden Sky?!
Having weird physics bugs too, collision is rough :/
Sometimes I have meshes go through each other
nope, I made some Blender shaders that can bake cool looking textures automatically
fuck damn, still I'll try it
yeah
if it sucks I'll stay in 3.5
but I'll make some tests considering recent updates
Maybe wait for 4.1 stable to get released (which comes out relatively soon)
I really wish they focused more on proper, fully functional 3D in this engine, hope that's the case with 4.1
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
I mean I think they are, its just limited resources
The Vulkan renderer in Godot 4 does perform well though!
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
I saw Godot 4 doing pretty good SSR
it's going to be useful here along with some water shader
Metro Exodus Enhanced Edition Gameplay Ultra Graphics Walkthrough 4K 60FPS No Commentary
#gameplay #4kgameplay #walkthrough
I thought SSR was broken in Godot 4
You might have seen SDFGI reflections
SDFGI is nice, you can use it in conjunction with LightMapGI, but performance is still pretty demanding
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?
not really but I might start using them
I'm planning to use close to full Godot potential
Yeah, ReflectionProbes + Lightmaps are great in Godot
with models pushing 100k + polys and 4k textures
This is really pretty
also how is LOD working so far?
Although I did notice this at one point lol
Honestly haven't gotten to the point where I'm toying with LOD yet.
I think it only works on smoothed surfaces if I recall correctly
gonna need it for terrain
something wrong with reflections?
Gun clipped into the wall lol
Front of AK is inside of it 🤣
lol I thought it's a short gun
but anyways that's because they use small model instead of another pass which is good solution
imperfect but much better for performance
I also do that however I have properly adjusted raycast so this doesn't happen
Yeah, I like the mechanic of pulling up the gun if you're too close to the wall
Adds an element of positional awareness that lots of FPS games don't have
gives realistic meaning to length of the gun
this is useful mechanics since I'll have the ability to put supressors on
Ooh, can't wait to see the surpressors in action
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
Funny how it imports my models completely messed up, rotated, scaled backwards and not loading any animations, while in 3.5 it worked flawlessly
whatever Godot developers are doing I think they should stop and fix the 3D importer
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)
And now it crashed when I tried to simply reopen tab
I love the rendering system but everything else is in really bad state for 3D games, I really wish it was better
I also heard there is a way to import blender files directly to Godot, does that work well?
the glb format is completely messed up
ive heard it works well
i havent had any problems with glb/gltf so far, sorry to hear you are 😦
even skeletons/animations work fine for me
I'll try the blender import soon
what version of Godot you use?
4.1.beta1 and 3 recently
there were a LOT of file fixes in beta
i had several issues resolved
not guaranteeing itll fix your problems though haha just saying it did for me
well thank God and I hope I'll albe to use it
good luck
thanks, I'll try beta tomorrow
try gltf instead of glb
glb has always been problematic for me
Wow cool 👍
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) 🙂
Same here
It really sucks that the devs dont realize that lightmaps are one of the basics lighting tool an engine should have
devs be like:
thread closed/solved (nothing changed)
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
I still like Godot but it can be really pain in the ass with things that should be fully standarized and stable long ago
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
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
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/
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
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
the beauty of open source is that you have the option to fix something yourself if it isn't getting fixes/attention
o3de is a very different engine with different goals
just because it's OSS doesn't mean it's a substitute/competitor to Godot
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
The thing is, I would love to help but I can't, I'm an artist and not a programmer. Godot scripting is a great middle ground between visual scripting and "real" scripting languages like C++, it provides enough functions to write a game without learning all the 🤓 stuff
true, same here. Kinda want to learn C++ myself so I can start contributing
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
It's a shame because it could literally dominate in indie development scene
I agree yeah, it'll take time for Godot 4.X to get more polish, but I think that time will come eventually
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
Same. I know a bit of C++ etc. and could probably work on easier things but I think something like the importer is pretty complex. I will look into it though
@covert forge can you provide a minimal reproduction project with a file that doesnt import properly?
might want to search for a github issue, or make one if it doesn't exist already
I have git so I'll make thread about that some time later
I also plan to check out .blend import and see how it works
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
another thing I'm gonna try is downloading beta versions
Well probably 😂 Would be weird if not 😅
Do you optimize them?
So yeah, just download the latest RC (or 4.1, it should be out in like a week)
And see if you can import those models
That's nice, I'll check it out for sure
another thing I wonder about is the IK system
? What about it
there is information that IK3D is degraded or something
and will be replaced
that looks a bit scary
Well you are supposed to use the ModifierStack (or something named similar) on the Skeleton3D node now afaik
never seen that, how does it work?
There are many modifiers like 2 or 3 different IK solvers, Look At, Wiggle Bone etc.
You have like a stack of modifiers (like in blender)
You can chain them
it's in the editor or do I have to use scripting to access it?
No its in the editor
alright, I'll check it out, thanks
manually compiling is also an option
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
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
Im on win rn and its super easy thanks to SCONS
oh nice
that's good
I thought it was really annoying to fetch all the latest dependencies and such, guess not
Ah nevermind @covert forge 😐
There was a SkeletonModificationStack3D once, now its gone again 😦
You can probably still use the SkeletonIK3D node
But it's gonna be removed in future which means I'll have to do the entire setup all over again
I’m not sure they were able to fix the issues with SkeletonIK3D before 4.0 was released
yes faithfully ))
They were not, however they are being fixed/are fixed now I believe
Oh nice, will retry in 4.1
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
Looks way better!
@covert forge much better the after
Right. And should be the main GI method to use. DSFGI should come next but the lightmapper should work like a charm and currently is unusable
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?
It does look like crap by default to be completely honest, despite having HDR enabled, so I recommend implementing post-processing shade that can improve color space
You can switch to aces?
Just use the world environment node and switch the color space there
No need for a post processing shader
You can also do color correction from the world environment node too
it's not the same, ACES works differently and more colors are lost
How are colors lost?
ACES tightens color range, extreme darkness and light accumulates so much it blends completely
will this engine be for sale after the game ships ?
I want to make an FPS in Godot but I don't have the coding skills to write such an engine as this
Nope
GIGACHAD No 😄
shame but fair enough. It's amazing anyway
I guess you might want to use it for other games
Even if he gave you his FPS setup/ framework, you would probably not be able to really utilize it to its fullest potential, because that requires you to understand at least on an intermediate level whats going on behind the scenes to be able to adapt it. I recommend taking a thorough look at YouTube tutorials, blogs etc. and then try your best to make one yourself.
@covert forge has been quite open with his techniques in this thread, and very receptive to questions. I’ve learned a lot in here 👍
Just read through the thread and pull out whatever knowledge you can to apply to your own game
The .blend importer functions by calling Blender's .gltf exporter so it should be the same.
I've seen it work with skeletons to a certain extent, but I haven't been able to get IK working.
IK is pretty busted in 4.x afaik
I can usually turn my hand to FPS kits in most engines but not seen anything like this level for Godot
I did find 1 pretty good FPS starter project for Godot so I'll see if I can build on that
If you can explain via the story why the trees dont have leaves, thats a double positive since you save performance
allthough maybe SOME leaves would be cool
Like dead ones
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
I'll make something in-between, this is going to be my inspiration:
https://cdn.discordapp.com/attachments/600391009012285441/1128620305007513631/aa.jpg
yes perfect
looking really good 👍
Not finished yet, but I can say it definitely looks better than a mass of textured planes
and it's lighter for performance because of significantly reduced overdraw area
Yeah. And it looks better than no leaves at all
Practising environment design in my small side project
I want to get good at it before getting into high quality stuff
(no, it's not a walking simulator)
gonna showcase gameplay soon, the demo will be public in couple of days
YO AWESOME!
Thanks Fil
i can't wait! will the final game be free tho?
No, the final game will be 10$
ok
10 dabloons
@covert forge
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
they increased the file limit to 20mb
I just sent an 18mb file to someone through dms, worked just fine
don't have to worry about compressing it anymore thankfully
Oh god... This is already in the levels of Unbelievable!
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
*25 MB i think
Alright, here is the demo of my side project
feel free to try it out, it's a PS2 style horror game and a part of Leaden Sky story
it takes place before events of the main game
Working on full day and night cycle, I'll showcase it when done
here is how day looks like:
I enjoyed this
just a nice lil demo I enjoyed it
eerie and I enjoyed using the axe and pistol
That's great to hear, thanks for checking it out
looks great
have you thought about having the screen darken when you look at the sun directly?
ive seen a few games do that but not many, i always enjoy it
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
simulated cloud thickness (sun controlled with debug button)
real time cloud illumination
Question for the dev:
Is this a solo project
Yes
Props to you sir, from a fellow solo dev starting out 
Are all assets and audio made by you?
Doesn't matter just curious
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.
What about music?
Made by my other friend VIS, I help him with album artworks.
Keep up the great work :)
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
I guess it doesnt really matter if you're not making a hyper realistic 3 quintillion poly game
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.
Even if you are, there are a lot of render specific optimizations any engine requires
Godot didn’t have occlusion culling that long ago
Vulkan is still much faster than OpenGL, simply by it's nature, but that doesn't mean OpenGL is super slow or can't be optimized
Vulkan has more linear performance, which makes it faster for sure, it is generally superior.
The mistake some people do is thinking that it's going to magically solve bad optimization issues, which is clearly not true
But it has since 3.5, thanks to this now I have linear performance even during large shootouts.
I agree, however Godot's Vulkan implementation does give a lot more built in tools to optimize your game than 3.X's OpenGL implementation
That's true, the rendering is generally far better there along with various basic options necessary for optimization.
Unfortunately Godot 4 is still unfinished in terms of 3D animation which is a huge deal, I'm mostly talking about IK here
Yeah lack of IK hurts
Godot 4's IK is in a similar state to Godot 3
which isn't great but it's usable
it's still just the node though
it used to be wayyyy worse but it got a patch that makes it functional and basically on par with the Godot 3 implementation
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
I guess you can compile the engine with a custom module to get them back so it's not the end of the world
And unfortunately, very unfortunately, there is a notification that it's going to be removed in future so you can't build a game around it yet.
yeah, iirc they were planning on replacing it with a better system, but I haven't been paying close enough attention to know what it's being replaced with, the current plans, etc
I remember there was talk about adding an IK node to the animation tree, which sounds really interesting
I think it should just be an array-style list in the skeleton node, under separate category
with option to connect to either target node or set Vector3 position by code
The importing of models in G4 can also be absurdly slow at times, the blend file import is almost useless
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
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...
Well that's my game, it used to be 2D some time ago.
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.
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~
Thanks a lot, I appreciate it
I wonder if it would be feasible to use a third party animation library such as https://github.com/guillaumeblanc/ozz-animation/ via GDExtension
Open source c++ skeletal animation library and toolset - GitHub - guillaumeblanc/ozz-animation: Open source c++ skeletal animation library and toolset
that looks very good
Only in texas, huh?
Currently yes, when I get my own firearms I'll be recording those
damn u r so dedicated you r gonna go on a shooting spree for game sounds 😂
Nah, I'm just planning to get guns collector license, since I always wanted to
In Poland it's a bit more complicated than USA
its a joke btw
I know, I still used to opportunity to talk about it
ah i see
Wait so you can own guns in Poland. What do you need to do to acquire the license? Can you then legally use the guns at shooting ranges and stuff? Are there even shooting ranges in Poland? 😄
I thought shooting ranges were more of an american thing
You need to make a bunch of tests, mainly to test if you are mentally stable, then get approved by government. You can't have criminal history and need to be citizen of Poland.
The whole process costs about 1000$ and takes up to few months
There are shooting ranges in Poland and it's the only legal way you can use your guns.
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.
Ah gotcha, thanks for the info!
No problem, pal
You mean to tell me you need special permissions to use weapons to defend yourself? You can't be serious
When it comes to firearms - yes.
Which is why it's good to be buff in Poland.
Are you american by chance? 😅
I mean it’s kinda like fast food yk
It’s a thing everywhere
But there’s a lot more in America
(Even if the comparison completely breaks down when we look at the why for fast food vs firearms)
Not tryna get any spoilers or anything but what guns are you looking at buying?
hes looking into buying a nuclear bomb
You’re looking into buying one
Im looking into building one
We are the same
(We will not succeed)
You are looking into building one
I am searching the bomb in hiroshima
We are the same
(we will not suceed)
still waiting for a Linux demo version for testing (just a remainder). Best!
Looking sick!
Thanks
That’s fire!
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
Your Glock is missing the trigger safety 😛
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
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
Glocc
My goat
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)
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
Thanks a lot! I do hope Godot 4 will start getting more popular for creating first person shooters and I also hope that Godot developers will notice my and other's FPS projects and start implementing more useful features for our genre
Is the Glock/CZ gonna be semi or full auto?
Which is why you make fake weapon names and modify them a bit, Insurgency also had to replace Glock with customized version of it to avoid lawsuit
likely semi auto with full auto switch if I implement it
Glock might’ve been the one to ask
Imagine making a semi auto glock the “best gun”
💀
Awesome!
Or, genius idea
You send them a fake build of the game where the Glock oneshots everyone
the most basic gun imaginable
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?
mine is based on some american ripoff of the original, with some additional modifications
they shouldn't have problem with it
Remember when people thought the AK was better than the SG in CS:GO?
Yessirrrr
Im not big into CSGO but I would imagine the AK 47 is probably one of the best
However I did like the AUG and Terrorist equivalent of it (was that the SG??) more
Yeah the T side version is the SG
People used to consider the SG to not be worth the extra 300 bucks
I think AK is better tbh
SG/Aug have advantage of scope though
AK has higher DPS iirc
Talking abt before they nerfed the SG
previously it was a straight upgrade except for price and movement speed iirc
keep up the good work
Damn I wonder who removed ❤️ reactions from this thread, butthurt mod or something?
I nearly got 200
it's at 185 on my screen 🙂
the hell is going on
Whatever, something is screwed up
added shotgun to my smaller side project
the hell is going on here
I'm glad you do, in previous level the player is forced to use a lighter as a source of light but you run out of it between the levels and are forced to pick up something else like a flashlight here
I was checking on both PC and phone, same thing
cool! and I suppose you can't shoot while holding the lighter....?
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
interesting, it looks the same in my phone app as your pic!! 😮
Truly a Discord momment
oh how I love the Metro series!
Me too, I'm a big fan of atmospheric, story driven games
especially horror themed ones
you mentioned STALKER earlier, also a big fan of those
Both Stalker and Metro 2033 are kinda main inspirations for my game.
"Get out of here, Stalker" 😄
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.
very good, I can't wait
So unfortunate :(
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 👏 👍
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.
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!
Thanks a lot! More updates on progress coming soon.
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.
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
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.
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!!!
Was the first metro game "Last light"?
No, it was Metro 2033
Oh okay
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.
Didn't it get a revamp recently?
ah def not in that version
@covert forge is a pending PR for the lightmapper for 4.2 what will make it much better
the PR still in review
That's nice, much more like Unreal 3 now
Ahh yeah I meant that. Didnt know it wasnt merged yet
Wdym 😆 At least the thumbnail looks at least UE4
here, the new denoiser already seems to be merged
I'm afraid the reflections and materials are not there yet
https://i.ytimg.com/vi/uPNjdX_V8EE/maxresdefault.jpg
But I think Godot 4 could do something like this (UE3):
https://cdn.vox-cdn.com/thumbor/btXcQHsZl51gcehJAJe6fakevZI=/0x0:1920x1080/1200x800/filters:focal(807x387:1113x693)/cdn.vox-cdn.com/uploads/chorus_image/image/61162213/etytbgq.0.1489276103.0.jpg
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.
Yeah, denoiser was already in 4.1 you can see the lightmap is smooth on my screenshot.
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.
Hmm you are probably right, even though I gotta say, its already really good. Like the quality shown in the video are well enough for most games
Yes Materials are still a bit better in UE but not much
and it gets like 180fps which is great
Yep!
That's great to hear! The last Unity demo ran below 30 fps for me so I guess we can say Godot 4 performs better?
Well to be fair, when he showed the video, he probably didnt have all the different systems implemented, which he had in the demo
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
are you now using 4.x?
To be honest the most performance demanding thing so far is rendering when it comes to Godot. Maybe in future it will get better with improved rendering.
At least that's how it was for me, barely any CPU usage but the GPU always above 50% usage
For my main project yes, side project is developed in 3.5
its giving early UE4 ngl
should def hit up a contributor abt that
I'm surprised how good this still looks. Like it almost looks like it uses PBR.
what are some of the missing features for FPS game development?
iirc they are considering making an in-built terrain editor. But the plugins already available work pretty well from what i've seen
I doubt all of the systems that are yet to be implemented would bog down the game that much
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
probably because it does use PBR. Godot has had PBR support since Godot 3 iirc
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
Because it has materials with all the samples you need, the only difference is that it has more samples instead of being packed like PBR.
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.
Bro, that's literally what I said 😆
Oops, yeah, meant to add that a lot these systems won't be running every frame either
I see, yeah I remember the lack level editing tools being a problem for me
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.
Looking at it now, it seems like there are plugins that try to solve this problem
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.
Yeah being able to bake CSG polygon meshes would be great
I made a github repo for that I while back
If you want you can contribute
Get it updated
If it needs to be
I’m far too inexperienced with Godot to do that, I’ve never made an addon
What version was it last updated for?
I've seriously used plugins in the past. You're missing out on incredible untapped potential. I've made my own plugins/tools for the engine, which are incredibly useful.
You can make plugins in GDScript
Basically the gltf export just uses the GLTF module
You can also export an entire scene as a gltf in the engine itself
So it exports to some cache location, then imports?
No, the plugin just exports
Honestly, I’m not sure how CSG affects performance, but you can’t add physics materials, which are pretty useful
Oh Godot 4.0
Nah, there aren't many plugins for the kind of games I'm creating, the ones I've used suffered from performance and stability issues so I stick to engine features and my own additions.
Perhaps when I wake up I’ll try that. I’m still making my level
CSG is only really good for prototyping, exporting the mesh is useful because you can import it and clean it up in blender
Yes, but I’d probably just use a curve in Blender so it’s not like it’s much different
Or model based on the proportions
CSG meshes are horribly unoptimized tho
Scattering objects/arraying them along a path is something you can do in Godot as well
In what way?
Because you could just lower the resolution of the curve itself couldn’t you
So many pointless triangles, duplicate vertices, etc
Oh you mean the CSG curve
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.
There are plugins that export obj in Godot 3
Sorry my mistake, that was what first came to mind since that’s all I’m using them for right now
I’m using 4.1 so I was exclaiming that as a good thing
Oh
With Godot you can sync between the editor and Blender
But I suppose it’s really not the same
Yep, it's not the same.
Having this in engine really makes workflow so much cleaner and easier.
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
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.
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
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.
And I’ve heard Godot doesn’t have IK yet (4.1 at least)
Yes, the performance is often really bad, don't get me wrong, I appreciate the work put into terrain plugin but the performance is just not acceptable for any complex game.
it has but it's going to be replaced with something they didn't tell about.
I mean the IK node
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)
Huh.
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.
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.
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
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.
Yeah, it's perfect time for it to catch up with a bunch of features.
And I'll be fine even if it makes engine as big as 2GB, it's tiny by modern standards
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
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.
I mean they already have something similar with the export templates
They do, and it's like 10 times bigger than engine itself
I thought it was the same size as the engine
Or maybe twice as big
Which is still small considering the engine is ~150mb?
i thought it was sub-100mb too?
Lightmap indirect is not merged yet but soon
reflections will improve a bit soon too
but is not close to unreal's
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.
Interesting.
there's plugins for prototyping, would be nice if some were made "official", they might be in the asset lib, i'd have to check
this is what plugins/GDExtension aims to solve
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
there's the IK node
there's been talk about replacing it with an animation tree node of some sort, but there hasn't been much work on that front recently. I think they just unmark it as deprecated tbh. Until work starts on the new IK implementation
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.
It depends on the workflow, type of game, etc.
Qodot is a great option though
Here is my take on that - don't fix what's not broken.
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)
What game is that?
Metro Exodus
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
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
Nice!
About visuals, Vostok developer made this post and I think Godot developers should take a close look
Interesting read
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.
You right, everything you mentioned are valid points
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
Try cyclops level builder
It’s not perfect but it’s something
Yeah, there's cyclops and godot-ply, I don't know if they have 3.X support though
Yeah I think someone would have to backport them
Easier said than done
My little blender scene port has got its own life 🙂
Did you use my blackboard light shader or did you bake it with the gpu lightmap?
Did you keep my radiator ambient light shader or was this also done with lightmap?
@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
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
Looks great
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.
@covert forge what do you think about these:
https://twitter.com/LiterallyCrypt/status/1711772506229559300
Source 2 Hammer is an amazing tool but this is not exactly a fair comparison, there is CSG in Unreal with mesh baking, proper UV and material assignment tool per surface.
Maybe the OP doesn't know about that
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
he said it's possible to export map az fbx to import in other engines, is it right?
is he talking about baked csg mesh?
I think you said times ago that you switch fro UE to Godot if I remember correctly. why?
How to use BSP brushes to quickly produce blockout levels for quick iteration and fast level design, as well as lighting and environment studies. Topics covered: BSP brushes, lighting, level design.
LINKS:
Level Download - https://bit.ly/36lJEt4
The Corridor - https://www.worldofleveldesign.com/store/ue4-the-corridor.php
SUPPORT:
PayPal - http...
oh yeah it's called bsp in ue
I don't know, if someone installed this please test it and confirm:
https://developer.valvesoftware.com/wiki/Counter-Strike_2_Workshop_Tools
I was planning to but I hate visual scripting and at the same time C++ is too much for me
I see
Don't have time now, but I seen videos on editors and they are great. When source 2 goes public it will be huge.
You right UE is really overwhelming!
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.
it seems it's available currently:
https://developer.valvesoftware.com/wiki/Counter-Strike_2_Workshop_Tools/Installing_and_Launching_Tools
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.
Isn't that just a chunk of engine for level editing tho?
Me too but if verse language someday will be available outside of Fortnite in UE instead of blueprint, may be we can try UE again!
It seems CS 2 should installed first then its workshop tools and cs 2 is free for download
That would be really great, I heard they are working on it for UE5
Gonna check it out later, seems interesting.
My hope is someone gamer and game developer too, install it and report the possiblity of FBX export from hammer, my hard drive is full now!
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
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
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.
The sky emission is set to 2 I think. The lightmapper now take the indirect bounces of the sky very well
Nice, so that should solve the issue
someone is testing new cs2 hammer in godot:
https://twitter.com/pelvisbass1/status/1709488812605190188
finishing firearms for my side project, first chapter releasing this month, will be using similar systems for main game
👀
@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
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.
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
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.
yeah its kinda just how it is rn
Trenchbroom + one of the 2 godot plugins for it (tbloader seemed more stable for me) seems pretty solid rn to fill in that gap
cs2 hammer for godot like this vid would actually be groundbreaking though
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.
How are you texturing terrain? Multi texturing and decals (floating above surface)?
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
finished the hardest model - car, now I have all models done for this level, I just have to texture remaining stuff
They are bigger in original resolution, but since Godot for some reason doesn't properly scale UI it's small in HD
Did u change the window settings?
Yes, isn't that how it's supposed to be done or am I doing something wrong?
The problem of multiple resolutions: Developers often have trouble understanding how to best support multiple resolutions in their games. For desktop and console games, this is more or less straigh...
I think you have to change the stretch mode
I did that and it changed nothing, also this is Godot 3.5, function showed in manual is not here
I can manually scale each part of UI but I think this should be done automatically by engine
bruh did you put yourself in the thumbnail? 😝
good eyes 👁️
👀 Yes
this was made using godot... holy smokes
it works in godot with the stretch mode
I was doing that earlier in my own game until I realized godot does actually handle it for you (just need to set the stretch mode)
and UI anchors need to be setup
https://docs.godotengine.org/en/3.5/tutorials/rendering/multiple_resolutions.html
3.5 is similar, just a bit different
The problem of multiple resolutions: Developers often have trouble understanding how to best support multiple resolutions in their games. For desktop and console games, this is more or less straigh...
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
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.
Setting the aspect to keep_width, keep_height, keep, or expand is probably what you're after.
https://github.com/godotengine/godot-demo-projects/blob/3.5/gui/multiple_resolutions
Also found this neat demo project
Setting the aspect this way won't stretch the UI, and instead just scale it
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)
I'm gonna check it out later and see how it works
Yeah I dunno then, it could also be that your anchors are stretching those UI elements
Wait nvm I'm being stupid, don't think that'll stretch them weirdly, only just position them wierdly
So that's what I did, he has to set UI scale by code for various different screen proportions, this means you can't do it from editor alone
Yeah, I'd take a look at the demo project and see if you can replicate it yourself
I just checked his code (screenshot above), I did exactly that and it works.
As I said I simply hoped you can do it without code
It's not a big issue, I just like to keep as little code as possible
They don't scale it directly based on screen size in the script from what I saw, those functions just set a custom aspect ratio and margin based on the options you select
No, he actually scales margin based on screen size, he resizes it manually.
I do similar thing, but I don't use marigin for that since I simply don't need it, scale is simpler to change for my UI elements so I do that instead with pivot positioned at the grow origin of each element.
Things like health bar or ammo counter only need their scale changed with screen proportions/resolution, scaling marigin isn't necessary
margin is different here, it instead describes the 'offset' of a UI element from their anchor point
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.
Since I don't plan any kind of mobile support I don't worry about totally different screen sizes, it's all desktop.
So just many variations of wide screens.
yeah, the demo just allows for you to play around with the values at runtime, there's no setting the scale or size property of anything though, all of the UI scaling is handled by the engine
Yes, but he still scales marigin, I will download the project later to see how it works
How do you plan to add detail to the terrain an break patterns? Decals, multitexturing, custom shaders..?
#1072657925715263570 message
Is the "4 channel" material simply mixing textures using each channel as a mix factor?
you can do it in many ways, 4 channel map is the simplest one
it's reading colors from map sample and drawing textures assigned to those colors
Do you use multiple UV sets? I find it quite limiting that Godot only supports two UV sets
No, you only need one UV set for that
How do you intend to block the edge of the levels ?
Always curious about that, cuz I suck with that
there are various ways, here it's just fences
Do you level design directly in godot ?
No, currently Godot is pretty terrible in this asect
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
Good for 90s era shooters, but not even scratching the surface of modern level design
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
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.
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.
afaik UE5's level editor lost some features that UE4 had which is kinda sad
also downloading immediately
excited to try it
why dont u do Linux builds btw? it runs fine with wine but I'm just curious
fron what I've read you need Linux installed to make that build
I don't have Linux
I would need to setup virtual machine
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
Thanks, I made the assets
If you are using official build of Godot, you don't need Linux, just add Linux preset in export panel and export the game. It should work flawlessly.
I test the demo using Wine on Linux and it is awesome and polished 
You don't
I've exported to both Linux and MacOS from Windows and it works
MacOS was a bit rough because the app wasn't notarized but once I bypassed gatekeeper it all worked
Your work is insane. I hope you eventually port your project to Godot 4 so we can see how that looks
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.
Looking good ! Like the atmosphere
Loving the progress!
🇩🇿
Pretty nice
Leaden Sky: Nightmares is an upcoming prequel to the main game.
Early Access - Chapter 1 out now!
https://helghast-95.itch.io/leaden-sky-nightmares
Social Media:
IndieDB - https://www.indiedb.com/games/leaden-sky
Fandom Wiki - https://leaden-sky.fandom.com/wiki/Leaden_Sky_Wiki
Reddit - https://www.reddit.com/r/OfficialLeadenSky/
Discord - http...
So this is the trailer for first chapter of my side project
After the whole game is done I'm gonna have full skill set for creating a very high quality game in Godot 4.
the world is not ready
I made some nicer trees with procedural snow on them, it's not baked, it's added dynamically with a shader
Oh shit, i forgot to turn off backface culling for small branches
here is how it's actually supposed to look like
Niceeee
I changed some filtering options and here is the result
sunset:
(I have fully dynamic day and night cycle)
night:
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).
You mean my side project from video above?
When it comes to that project it's because I haven't implemented any lightmaps there yet, but soon I plan to bake some ambient occlusion into it.
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
I meant the Leaden sky game at the top of this post. But maybe I'm looking at very old footage?
not sure, you can always point out which one you mean
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.
Hello! If it's not secret how did you solved gun not clipping into walls?
Just a tiny gun model close to camera, keep it inside player collision and it shouldn't clip into anything. It's a real solution used in AAA games such as Metro 2033.
Big thanks for answer and attention! I will think about this.
No problem
Wow, never knew this method 😮 but this is have some logic behind, using player collider to avoid clipping 😁
I think valorant does that too, which is why their shadows get all weird around the viewmodels
Don’t quote me on that though I’m not 100% sure
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.
What’s a virtual shadow map?
16k shadowmaps broken down into 128x128 tiles
ohhhh i see
?????
Why is there no bullet physics anymore in Godot 4?
It was far better than the default physics we have now
I'm gonna try out Jolt and see how it works
I just installed it, character body physics work incredibly well using Jolt, no jitter, it's all smooth
I just hope ragdolls will work well and this is all I need
Bullet was moving in a different direction, away from game physics/performance and more towards accuracy
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
There's a proposal to make jolt an official add-on or even the default physics engine for 3D in the Godot proposals github
Jolt is great, it's been tested in AAA game already, it's precise, fast and has variety of uses
Yeah, why the proposal was made and was being considered
scrolling through this thread this is amazing
simple yet perfectly functional attachment system
There are just 2 buttons for it, currently there is option to attach suppressor and hologram sights are also planned
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
Gameplay and utility, simple as that.
That's sick. How do you even do that? 😅
I will tell you how when the demo is released publicly 😉
It's looking pretty good! Keep it up
Thanks
now something from my DIFFERENT PROJECT, I added various materials responding to attacks and some gore with physics
this is more good looking than Vostok