#Leaden Sky - horror FPS game
2530 messages · Page 3 of 3 (latest)
Nahhh no way. RtV is still better. But this here is still very good 👍
Totally different games, one is a milsim and the other is a story based game. It's way too early to tell which one is better tho there are some features here which don't appear in RtV, like the sky being significantly better, featuring moving clouds which additionally cast shadows on ground and full day and night cycle with sun realistically moving through sky while RtV uses simple HDRI maps. Leaden Sky also uses volumetric lighting which I didn't see in RtV. Anyways both games are good, but totally different, not even remotely close to each other, other than sharing the same genre.
Hmm Im pretty sure I've seen the RtV dev switch between day and night mode, though idk if he has a smooth transition for them built in. The clouds, I agree with you 👍
Nope, played the build hours and no transition and no sun, you got menus with one of 4 pre defined skyboxes.
As I said, those are different games and they prioritize different areas.
objects that cast shadows from the light would make this way better but it stil look cool!
Thanks, this one is a different project aiming for simpler visuals, more of PS2 style.
The one below it does use dynamic shadows for everything tho.
here you can see shadows casted from trees for example.
Damn looks good!
Thanks man
damn the movement feels butter smooth + that hbob anim 👍 congrats
wow i thought your pfp was a character from gta iv tlad i had to click on your profile to check
anyway it looks awesome man, efforts can be seen easily
Thanks a lot pal, I'm a big fan of smooth animations since this is something you are going to see constantly for the entire experience.
Autumn (test)
there are 2 seasons in this game, the storyline starts during Autumn and ends in Winter
You can wishlist PROLOUGE to my main project here:
https://store.steampowered.com/app/2766220/Leaden_Sky_Nightmares/
Leaden Sky: Nightmares is a single player, FPS horror game, it features early 2000s era graphics and is inspired by popular horror games of that time.
Coming soon
recently I'm making various improvements to the project, here you can hear sounds for various different bullet impacts
Do I also hear the casings hitting the ground?
posted a screenshot of my project somewhere and someone replied saying it looked like leaden sky
i'm so proud
reminds me of Far Cry 2
I started doing some custom splatmaps, here is how I can nicely blend between two different surfaces
I have 5 channels (black, red, green, blue and alpha)
instead of colored vertices I'm using texture sample which results in far more flexible system
Also you do not see it but there are actually separate collision masks for asphalt and grass so you will hear different footstep sounds and see different impact effects on them.
You totally need random trash next to the road
Showcase of the visuals for 1.3
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 - https://discord.gg/X6GzfaCNaF
Kamil's Social Media (Music Composer):
...
Leaden Sky: Nightmares is a single player, FPS horror game, it features early 2000s era graphics and is inspired by popular horror games of that time.
$9.99
It's out on Steam now
Keep in mind, this is not a finished game, and it features only one chapter out of 3 planned for full game.
soz for hijacking u here but u still on 3.5?... and would u want a xr port? tedd who did a lot of flattovr stuff with godot would love to use this oppertunity to maybe create a proper vr injector for godot
Hey, yes I'm using 3.5 but only for this particular project, the other, better looking one I showcased is on Godot 4.
Currently all my effort goes to completing the project, I'm busy creating new levels so vr is not something I want to do at the moment
nope am not asking u if u want to do it, there is someone else who would well more or less do it for u, using this as a case study to create a injector so other godot 4 games could get vr with it, like seen recently in unreal engine
give it a thought, @drowsy hare is ur man, if u choose to do so
and yeah soz for the hijack
Alright then, I'll consider that for sure
That was cool, reminded me of Creative EAX sound effects of old, I miss those cool reverbs and 3D audio.
are these different sound files or are you using godot's audio effects?
Same file, the sound is modified in runtime
This is insane, something I would strive for. I was just wondering how you learned blender (assuming you created all the models). Whether it is youtube or something else, could you share some insight? I would love to keep up with the progress of this game and also take some ideas if that's fine by you.
Thanks, I do all the models, textures, levels and other stuff, friends help me with couple of things like making progress videos, music etc.
I learned Blender by just forcing myself to do various models, at first it was some cars, then weapons and then characters and levels.
If you want to follow my channel here it is:
https://youtube.com/@LeadenSkyOfficial?si=b946wajKynbesPLS
One more question, by chance could you tell me how you got the environment and lighting to look that way? I really like the ominous feel but haven't been able to get it just right.
You gotta need gritty textures first, make them look dirty and high contrast. Add low ambient light, dim directional light, some post processing with increased contrast and color correction, keep some of the darkness below color palette to achieve extra darkness.
thanks.
No problem
Hey, me again lol. Do you use a raycast for your bullets or do you actually have a bullet that you spawn in?
Hey, here I use raycasts, but in my Godot 4 project I used actual bullets (bullet model with raycast collision)
in small spaces you won't notice raycast but if you have large areas bullet objects can make it more interesting
@covert forge have you got a penetration system?
Not yet, I didn't need it so far. It shouldn't be hard to implement since I did similar system before. It needs a group of penetrable objects and during collision there are few options, first one is to spawn decal and continue raycast, second option is to create new raycast at collision point and continue collision, I will have to do tests to see which one is best.
Yep. Not sure how accurate you want to model things but maybe things can be done using collision layers so that a bullet may simply not even detect a surface it can penetrate
You would still need effects for that so collision should be registered
Hey, I've been asking a lot of questions but this is the only nice FPS game that I feel represents kinda what I want, so I keep asking them here lol. How do you do your character animations? I am assuming within blender, but do you have the gun and player within the same file and animate them both at the same time, or do you have them imported within the same file? Thanks.
Characters are modelled and animated in Blender, player character is just camera with hands like it is for example in Half Life games.
added difficulty modes, fully implemented
they affect things like player health, enemy health and AI
Current difficulty mode is of course properly stored with checkpoint activation, generally what's supposed to be saved in save file is there
I'm remaking this level, I've started with the colors, sky and lighting, only a small part of the street will be left after I'm done, the rest is going to be completely new
Looks awesome. Since I'm seeing this game for the first time: Does the concept art mean there will be platforming or did you already showed that beforehand?
Thanks, I wouldn't really call it platforming since this type of sections are really short and don't require much platforming skill, just basic carefulness like in Half Life games. The purpose of those sections is adding variety and some artistic visual value between combat/horror instead of providing a challenge on it's own.
In short, there will be some jumping here and there but it isn't a focus.
I'm currently working on this level so it isn't implemented yet, but I will do a showcase once it's done.
Congrats on your progress with the project. It looks better and better, I can also see more content -- great. Can i get back to the topic of the Linux version? It begs to be exported to penguin (this can be done from windows). As a big fan of open source I can be a beta tester of this version. Interested?
Thanks, I will be making Linux versions when I'm done with current updates, those are high priority now and I don't want to delay them
looks good
It's meant to be on par with the console style shooters where you sit further from the screen so bigger numbers work better here
Someone recorded a video on 1.3.1 version (the latest public one)
If you want to check out how the game looked and played back then you can see it here:
https://www.youtube.com/watch?v=sUbjrrm1zok&t=1s
STALKER meets Cry of fear
made by Helghast_95
#itchio #horrorgaming
so this is incredible work but these levels look very dark and are not doing the rest of the game justice
lets see some brighter outdoor environments with global illumination and a richer color palette
I can barely see what's going on in these pics / videos which is a real shame
the game seems to be taking a much darker tone and that's your choice stylistically but I don't think its putting your best foot forward.
this is a showcase project for Godot.
Thanks, there are also brighter levels and the current ones got a lot more detail and lights in upcoming planned update.
In this video the player turned off flashlight to avoid monsters, it's a part of the horror experience and I think making the levels too bright would really subtract a lot of the horror and atmosphere.
With that said and as mentioned previously - there are levels designed to be much brighter, when they aim for a more melancholic/artistic vibe such as this one
Also it's Godot 3.5 running on GLES 2.0 so there isn't any global illumination going on, just artistic tricks.
Man, this is so close to the concept art, it's really cool!
Thanks! While there are many downsides or developing the game solo, I think keeping the same artstyle is actually a benefit, like shown here, I did both so the style carried over into the game.
Thank you
is this the side project or the real one?
Side project, as I said previously, I'll be working on my main project once this one is done.
install windows
gnome box
Looks great !
Leaden Sky: Nightmares is an upcoming prequel to the main game.
Store Page: https://store.steampowered.com/app/2766220/Leaden_Sky_Nightmares/
Itch.io - https://helghast-95.itch.io/leaden-sky-nightmares
IndieDB - https://www.indiedb.com/games/leaden-sky
Discord - https://discord.gg/X6GzfaCNaF
Reddit - https://www.reddit.com/r/OfficialLeadenSky/...
another question if you dont mind. If you have extra damage for headshots, how do you do that?
I have a special group assigned to head hitbox, it also has information about the hit animation and other effects, same goes for other body parts
I have baked my own AO in Blender
Why not SSAO and Screen Space Global Illumination?
Because those aren't supported in GLES 2.0 I'm using, however there are great benefits to this solution, it has significantly better performance and it doesn't have immersion breaking artifacts
baked AO is a really important rendering feature and every single great looking game always used it in a combination with a very slight screen space AO
Screen space AO effects should never be used as the main source of ambient occlusion in game, it creates terrible artifacts on screen.
This is why I think Godot developers should add the ability to bake AO ONLY to the lightmapping options, excluding any kind of directional light.
@covert forge hey are you using road placement plug-in
Or are you manual placing them
I use XNormal personally, I find the setup much faster than blender
I'm not using any plugins
I make models of levels all in Blender and not really touching it later in Godot
This is the old school of creating levels, when you don't have proper level design tools (Godot has noone).
I don't like using plugins because they often have very limited flexibility and don't take performance into account.
Terrain3d
Plug-in god like
I'm using Godot 3.5 here.
Is that plugin stable or still in early development? Does it also support grass, LOD and optimized collisions?
And my other question, is there a way to cut out/remove geometry at some sectors or is it limited to a square?
Because that option would be very useful for both optimizations and making undergrounds or basements in buildings.
this is great, reminds me of stalker
Ya
Terrain3D is the most advance and optionmise for godot
So I don’t know for 3.5
It works for 4.0
That's good to hear, I might use it in my future projects
Are you sure that is true?!
I'm asking because I used to mod Doom 3 game and I know for a fact that it uses old OpenGL 1.4/2 ARB shaders, meaning no GLSL shaders support, but still another modder, a very skilled one, made a mod for Doom 3 called sikkmod, that included many cool advanced ARB shaders, including a few screen space AO shaders! (Crytek SSAO from Crysis 1 among them)
And based on that fact and that Godot makers, claim GLES 2 is based on OpenGL 2.1 (at lest on PC), saying GLES 2 doesn't support SSAO really surprised me!
Is this because your game will also be a mobile game and you want to make your game based on the lest common denominator?
Also I'm not a shader programmer, far from it but to write a Crysis 1 like SSAO shader, doesn't you just need access to the scene depth buffer? Is that not possible in Godot shaders?
Btw I do agree on the baked AO benefits you said, it does look way better than many dynamic SSAO techniques and is way faster indeed.
I'm afraid you can't do it without making some kind of custom Godot build, still Godot 3.5 doesn't support SSAO by default in GLES 2.0 which kind of sucks.
I made a request on github for that and some of the other effects but of course it got ignored by devs.
Generally in games SSAO is used in a combination with baked light, this gives the best results and performance, baked light is used for general illumination and SSAO works best for small, dynamic objects.
Currently lightmapper doesn't support proper Ambient Occlussion baking, and I think it's a great misunderstanding of 3D rendering in general it's especially annoying missing feature if developer is aiming for high quality and high performance visuals.
I wish Godot 3 was still updated and those missing features were added.
It's not fancy stuff, it's 2005 era basics.
I imagine you apply your AO on top of your textures ? or on a separate map
It's overlay
I made segmented ammo bar and health bar and that's a procedural bar without making milions of sprites on Godot 3.5 which didn't support skewing of 2D bars
With a shader?
no, you don't need a shader for that, it's a simple trick with rotating a vertically slanted bar
OMG
new update
I’ve wanted this for a while. Let us bake the AO into the lightmap
I made a new shotgun model for the game, I remade the previous model into HD version
I did for all the weapons, I will be posting the full result soon
is that zombie skeleton an enemy?
Yes, the character on the left side is an enemy
Cool, ty
no problem
Really amazing the visual results you have achieved and even more so on godot 3
Thanks, this is good practise before starting Godot 4 project in the future
I have replaced old trees with new HD models, I made those some time ago in Blender
👀
Very nice!
Love the lighting and atmosphere of the scene!
As you using flow maps for clouds?
Thanks! I'm using my custom shader and sky model instead of flow map
Nice, guessing it’s performant as all of your techniques are.
looks beautiful, good work
Yeah, it has no performance impact, not sure how flowmap performs in comparison
Of course it's not RDR2 style volumetric clouds but the clouds move and interact with sunlight properly
Volumetric clouds are typically overkill IMO
Unless you’re creating a game with flying
Amazing!
I made a note system with my own custom font
I draw all the art, including sketches in those notes and the handwriting font here
I'm using a bitmap for font
Cool drawings and the font imo is perfect, nice handwritten look without losing the readability.
Are you going to implement a more readable font as an accessibility setting?
You mean standard font? Maybe at some point
I put a photo of burned steak on the enemies, I think it helps it look more like the intended texture
Since they are not rotten, they are quite literally charred corpses
did you find that online or did you go out and burn a steak?
I used old photo from a friend
This is GLES 2.0, not Vulkan
Performances on this open level?
No issues, very good. So far GLES 2.0 outperforms Vulkan in performance at least twice and has significantly shorter compilation time.
On my PC I get consistent 60+ fps with no drops at 2k rendering resolution, at 4k I only seen 2 fps drop from 60 when there was a lot of combat, other than that I get twice the performance I had with Vulkan
The game was also tested on Steam deck previously, ran smooth
While Vulkan is generally superior it seems to have drawbacks or the Godot implementation is rather poor
I'm not sure about this, but Vulkan is built for big complex scenes, and I'm also pretty sure it says that vulkan has better performance on big scenes, but slower on simple scenes, when you select a rendering framework when creating a new project. And from the videos that I've seen your game doesn't seems to have millions upon millions of triangles (it might but you get the point), so that's prolly why
Generally the videos you saw are old, I have replaced a lot of models with HD variants that push anywhere from 5k to 50k polygons (characters, weapons, trees are most detailed).
The overdraw impact is significantly lower on GLES 2.0 and I generally don't use many light sources so it simply doesn't benefit from Vulkan as much as it could
The foliage rendering seems to destroy performance in Vulkan, this is probably something worth looking into
I also should probably add that I have custom LOD system so it helps with optimization
I hope the issues with Vulkan will be resolved in future because I have upcoming project that I plan to develop in Godot 4.
I also noticed that there are some serious glitches on AMD cards and I hope those will be resolved as well.
Would the performance be similar on gles 3.0 on godot 4? This sounds enticing but downgrading to 3.x isn't something that I want to do
I have not tested this, but I know for sure that GLES 3.0 on Godot 3.5 is even slower than Vulkan in Godot 4, with some absolutely horrendous shader stuttering and very long compilation times. Maybe it's improved in Godot 4, no idea.
Oh too bad, thanks for the info and I wish you good luck with your project
Also it looks cool as hell
Thanks, also let's just pray for the devs to fix Vulkan because it has potential, just needs polishing.
What I'm most worried about are issues with AMD cards and stuttering in certain machines (my other PC from 2016 can't run Vulkan properly with Godot, but it runs Doom 2016 on Vulkan with no issues)
I mostly use gles/opengl because a lot of people on itch have lower tier laptops with no gpu
I thought it was bc a lot of pc GPU/cpu need to be 2017+
I had playtest of my game and bunch of playtesters couldn’t access it bc there cpu/GPU didn’t have vulkan?
If the devs can fix Vulkan I will make seamless open world in future because I know how to do system for it, but I need to be sure that the video drivers will work properly
Bummer I wanted an amd card since Nvidia and linux aren't the best match
Weird, because as I said other games using Vulkan run fine. Also I get decent FPS, but it's just that it shutters with Vulkan every 3 seconds for no reason, doesn't happen on my newer PC
Your stutters?
My old budget laptop doesn’t?
Ofc that’s in export version
Generally Vulkan should run fine with AMD, it's just the Godot implementation has issues which hopefully can be fixed
I haven't tried export version but it's stuttering like hell when launched from editor
aside from that no performance issues, no glitches, just weird stuttering every 3 seconds no matter how long the game runs
I tried turning off AA, Vsync and nothing
I believe it’s due to heaviness editor brings
Tho godot 4.3 seems to fix that
Also regarding Godot 4 I'm really waiting for fixes, here is something I did a while ago, I generally enjoy Vulkan only if it didn't have so many issues. When it works it looks great https://youtu.be/1mfRCOKMYUU?si=cVBzlWDd5JXjs2lx
I will check it out
Stuttering might be caused from shader compilation
afaik, gles2.0 has a lower base cost in terms of performance but scales poorly with more complex scenes
what are your computer specs btw?
doom 2016 is a bit of a misnomer with how good its performance can get
that engine is INSANELY optimised
it might be that your Vulkan drivers are outdated
or poorly supports Vulkan
I'm perfectly aware of how lazy shader compilation works in Godot and I can tell you this is not the case, no new materials appear, I keep the camera completely static and the game stutters every 3 seconds for exactly 1 second for no reason at all, I have no idea why it happens. I don't remember the specs, currently I'm 400 km away from my old PC so I can't check it.
But it ran Doom 2016 at medium, while getting 60 FPS.
The Godot 4 project ran fine in terms of performance, the stutters however made it unplayable, they appeared both in editor and runtime
I did not, I will when I will be visiting my parents house where I keep my old PC
I need to see the specs for report
Improvements I did to this scene
looks hella good but your username is the best imo
I'd hold off personally, too many odd performance issues, and profiling is kind of shit
I hooked up a character with a couple of IK nodes, and they eat performance
It’s been difficult to identify where performance issues are in my project
IK nodes are unfortunately completely broken in Godot 4
It's really annoying when the rest of the engine is up to par
That said, I recommend trying out the 4.3 beta once it comes out
GPU synchronisation has just been added in that version
I also believe that ubershaders and HDDAGI is coming for 4.4
that said, for all low end devices, yeah, defo stay with 3.x
I noticed there are some issues in Godot 4 IK which completely sucks because I really need those for many animations, without them it will look stiff
I added sun flare which can be obstructed by meshes and water puddles on road
Yeah, I stopped working on my game for about half a year waiting on issues with Godot to resolve. For the time being I'll continue and just disable IK, but still have a hard time profiling to determine where perf is being eaten away.
Yeah, I'll switch to 4.3 once they're past dev builds
You are totally right about the issues, I wish they focused more on improving stability, performance and work comfort instead of straight up remaking the entire engine into Godot 4 and making nonsense changes nobody asked for, along with introducing so many issues I seriously begin to question the direction this engine is heading into. Realistically I'd give it another 3 years before it becomes on par with 3.5, and I refuse to be overly optimistic about it, this mindset done no good for engine development.
Yeah, I'd agree with your assessment
I make games, I don't play with fancy features.
I believe the main reason for the transition to 4.x was that Godot 3's codebase has proven to be too messy and immature for any future development, hence why most developers and contributors have moved to 4.x now
That said, it is perfectly reasonable to be angry at downgraded performance and missing features
Just know that, if you are angry at something, making an issue helps people know what your problems are
Of course, once you return to your PC, you should be able to do that
I'm more disappointed and frustrated than angry, I will be making some Github posts about the issues but will the developers hear me out?
I follow a game called Road to Vostok which is being made in Godot 4, it has quite big following, I remember the developer making post about contacting Godot devs about issues and getting no response, so I'm skeptical and I'm afraid I would aswell waste time and my suggestions would be ignored or get some type of generic response such as "It's a general purpose engine, therefore you don't need game development tools" (joke) or some bs like that
Submitting a Github issue with extensive detail in what the problem is rather than a post should get you a response within the week.
i've submitted issues myself and at least one member of the team reached out and looked at the answer
that said, I did follow the Road to Vostok dev's blog posts, and i don't remember him ever contacting the Godot devs
It's on the Pateron, somewhere around fist build posts
could you link it?
because i do remember him mentioning that he would
but i don't recall if he ever did
I'm trying to find it but it's super laggy on my phone, I will send you the exact link soon, meanwhile you can try to find it in posts:
https://www.patreon.com/roadtovostok
got it
in comments:
From this I assume he didn't get response
I mean he said it himself
Ya there’s a lot of problems with base of godot4 but thankful there’s a lot of useful plug-in
Which makes it better performance wise
Ah, I see. That's so interesting. Normally, the team is happy to talk about engine performance and how to fix it. I do wonder what he talked about in the chat...
in any case, the fastest way of getting feedback on your issues is to either make an issue describing your problems in detail or make a pull request with the solutions to your problems
they'll get back to you in a week
worst case scenario, godot 3.6 is coming out that should provide many of the features that godot 4 currently has 🙂
Funny you mentioned that, because it seems they've been working on this: https://github.com/godotengine/godot/pull/92000
The VRAM profiler has just been added!
It may not fix all your issues, but, hey, it's proof that they are trying to get everything back
Yeah, its in the pipeline
I saw something pertaining to IK performance too
ADS reloading similar to CoD MW2019
David Snopek is a key XR maintainer for godot I think the point there was it was not raised in a concrete GitHub issue. My guess is devs who say I’m actually creating X advanced game and this issue is a blocker, and here is an explanation in a proper GitHub issue will get attention. The maintainers want games like this one (and Vostok) made in the engine and to succeed I’m sure. Whether there’s someone contributing code who has the skills to fix the issue might be a different story of course.
I only hope that there will be more advanced 3D games which will hopefully push Godot forward and really show the need for more optimized systems such as deffered rendering, better physics, customizable rendering pipeline and internal tools for more specialized and fulfilling 3D workflow instead of having to install gazillion plugins of questionable quality.
Once the Godot gets there we will start seeing more modern games such as shooters, horror games, racing games etc.
nice impact
Damn! that feels powerful!
Thanks, satisfying gunplay is one of key features in my game
Leaden Sky: Nightmares Update 1.4 (WIP) weapons showcase
showcase of all the remade weapons
Would be cool if those letters blur effect moved as if made of smoke or mist,
Perhaps randomly scrolling a screen size normal map that only affects those would do that effect, but I really don't know never tried it.
Just something that came to my mind.
Or perhaps just some parts slowly fading in and out.
Just something to give it some movement but without making it to distracting.
agreed, I assumed they did move at first until a second and realized they were static. would look very cool with motion
Doesn't need screen normal, just texture mask scrolling on UV and passing alpha channel to the albedo, here I did that:
https://www.youtube.com/watch?v=qkNmi-fhGPs
You can also now listen to full title screen track
Awesome! 
Thanks
No problem but the merit is all yours I did nothing. 🙂
I love the menu atmosphere and the music, gives me a kind of stalker feeling.
I always wondered why no one made a horror mod for Stalker, the engine was certainly perfect for it but perhaps your game will more or less fill that void for me. 🙂
I'm glad to hear you like it, I'm aiming for a linear, story driven horror shooter, gameplay wise a bit closer to Killzone 2 and Metro 2033, but for sure you will notice a heavy focus on atmosphere and some story elements similar to Stalker games.
Damn that's juicy!
You produce the title track?
Thanks
The music for the game is made by my friend Kamil
amazing!!!
Thanks a lot, fil
that second one genuinely startled me— i remember when you first started this thread, and you’re nailing it so far man, nice
silent hill 2 type shit
reminds me of cry of fear
The line art nature of the walls would actually be so cool to play
Work in progress update 1.4
realistic gore effects
hit animations
improved merc model, true to 2D original, I made both from scratch
juicy!
Wait, there was originally a 2D game?
Yes, it was made in Game Maker back then. https://helghast-95.itch.io/leaden-sky-official
What I've showcased is the prequel to storyline called "Leaden Sky: Nightmares", the original from 2022 demo is still going to be developed once I'm done with my current 3D project.
I also plan a 3D remake of 2D at some point.
Oooh, that's so cool!
How is the game performance wise?
Average PC from 2016 runs it at 1080p and 60fps
👀
Damn, this is so GOOD! I love everything about this, from the sounds to the explosions!
Hell yeah
Improved scene
Looks beatiful
Are you inspired by F.E.A.R? :D
Brought me some good memories
I'm more inspired by Killzone 2/Black(PS2), those are similar in some aspects to FEAR but put way more focus on guns themselves. I aim for a slower, more tactical and a bit more realistic gameplay (no slow mo, no sliding, taking cover is important)
That's when it comes to gameplay, the level structure, story and atmosphere are inspired by Stalker and Metro games, while the horror is done Silent Hill style (heavy atmosphere and ambience with no jumpscares)
Some cutscene scenes that I drew
There is going to be a plenty of narrative in the game
After all, it's a closely story driven experience, similar to Metro games
your art direction is so good, especially considering that you're using godot 3!
Thank you, I'm generally aiming for a dark, gritty painting style, if you look close at textures they have a bit of artistic filtering to them which gives it a more unique look
Purely realistic graphics age quickly but artstyle stays forever
Totally agree with art direction especially as AAA stuff is becoming almost cookie clutter. Really great job keep going 👏
Will you be porting to 3.6?
This is Godor 3.5.1, does 3.6 have any advantages when it comes to 3D?
Of course if there are any conflicts between versions or rewriting needed then I refuse to waste my time on it, works great and compatible as it is.
I will see the update log, if it's just improvements without significant changes then I'll be very happy to upgrade.
seems like it's compatible, looks very promising so far
I think LOD functionality has been all moved to a node now?
Sorry, I don't use Godot 3
But it should be mostly compatible, plus a few extra bug fixes as well
Yes, but it doesn't generate LOD meshes, you need to put your own inside it.
I already made this functionality myself, I'm not sure how Godot's implementation work and how optimal it is, but for now I stick to my own solution which has been designed to calculate thousands of meshes without performance drops (it's required for my grass fields and large chunks of forests and other dense nature).
It mostly is, however upon launching I have noticed some incompatibilities straight away (the game crashed upon launch, because some functions were redesigned), I fixed them quite easily and then I stumbled upon occlusion culling issues (some objects started disappearing and reappearing), so for now NOPE, I'm sticking to 3.5.1, the update 3.6 seems decent overall, but it needs some fixes and I don't have time to figure out what's up with the new issues when my project is working perfectly fine in previous version and doesn't need engine update.
Also there seems to be a decent performance boost in GLES 3.0 (checked it in other project), however I use GLES 2.0 so I don't get much benefit from that.
Please submit an issue, so that the Devs can get working on a fix ASAP
I may not be using 3.x, but I know plenty of other Devs are
I'm sure there is more but for now I'm way too busy with upcoming update for my project, I will try to make GitHub report once I have some free time
Good job on getting ragdolls to work.
I've improved it even further, you can easily compare the progress by scrolling up
LORE!
And not just lore, the game has a fully fledged storyline with proper characters
Looks fantastic!
Update 1.4 is currently under intensive WORK IN PROGRESS!
Full trailer coming soon!
I've finished the teaser
Thanks a lot!
This game looks insane.
so we need to be careful here.
This is probably the best FPS mechanics we've seen in a Godot game but this project is slowly turning into a tech demo.
the warehouse level feels uninspired, more of a sandbox for testing gameplay which I believe was its original purpose.
despite a significant amount of really solid progress early on, things have clearly slowed down significantly and its not clear why.
sorry man, just can't get too excited after months of following to see some fixes to a test level that's not even playable.
I've been working on this level for about a month and it is playable, I'm showcasing this section because it was the most challenging one in terms of optimization.
It's not just about making it look good, it's about making it run well too, which is why I'm happy to share the progress.
Also it is not a warehouse, it's a machinery room in a modified power plant, this section is quite decently sized.
And again, it's not a test level, it's an important location for the storyline, in fact it appears at the very beginning.
This month I will be showcasing something that I haven't shown before in 3D and a little more abstract and nightmarish environments that I have been working on in parallel to other things. I never do just one thing, I'm usually working on multiple aspects at the same time, but the reveal comes only when it's properly presentable.
ok cool. I really hope you can get this through to completion or at least a playable demo.
WORK IN PROGRESS!
Gameplay of the Introduction chapter from upcoming update (1.4) for Leaden Sky: Nightmares.
This chapter will tell you the origins of anomalies in Leaden Sky, here is where everything starts. As you have noticed, Kyle's friend - Sam is still alive here, because this game takes place before the events in 2D game (the original d...
Full gameplay of Introduction chapter
That looks fantastic
Thanks!
I'll be buying this!!
Nice! There is still some old Early Acces version on Steam that you can buy for 10$, but the update that I'm releasing this month is going to change absolutely everything about this game
I'm working on a larger, more open level, the moon is there to help with navigation
immersiveness W
this is insane
Abstract environments I was talking about previously
ngl, i'm a bit tired of the trope "pieces of a world in a void"
in video games
even cod did it, and that's how you know it's overused
I honestly didn't see this concept appear often at all and I've never seen this particular scene appear in any kind of game.
The closest I can remember is probably Spec Ops: The Line, Silent Hill and first Metro game, all of which are excellent games. Now that I think about it, I don't remember this being in COD.
Black Ops 4 if I remembee right
I haven't played it, I can't find any screenshots of that area
Do you wokr on this full time?
Yes, I do
No, I prioritize basics, details like this can come later, this isn't particularly hard to implement anyways.
alright, i like it without legs too anyway
People don't know how much work implementing a full body awareness is in a FPS game, specially when most asking for it, is not only about looking down and seeing legs, that is easy, is showing hands when picking up objects, opening doors, going up stairs, ladders, ledges, etc, reflection in mirrors and other surfaces, is literally making a complex full third person game, in first person perspective, that means tons of extra code, art and animations, for a indie dev working alone that means tons of extra dev time, that could be a death sentence for a indie game.
Depends on the game and how much features you want, with all animations let's say RE/Metro Exodus style you will have to swap models to fully animated body, but I don't have complex interaction animations so in my case it would be just the walking, jumping and crouching animations for legs. For shadows games usually use shadow casting from legs model + invisible top body model with animations that mimic upper body movement, they are not 100% accurate but it's enough when they look just about right.
But I agree that it's not feasible for all indie games, which is why I'm not focusing on it for now, I see it as something that can be potentially added in future once the entire game is finished.
In the past I tried to attract people with such similar gimmicks but now I prioritize good design, it's timeless, so a good shooting feel is gonna be way more important than seeing player's legs.
Update 1.4 has been released!
itch.io:
https://helghast-95.itch.io/leaden-sky-nightmares
Steam:
https://store.steampowered.com/app/2766220/Leaden_Sky_Nightmares
Game by: Łukasz Zagawa
https://www.youtube.com/@helghast_9539
Music by: Kamil Wrzoskiewicz
https://www.youtube.com/@KamilWrzoskiewicz
Random question i have: is the "ea" in "leaden" pronounced like "ee" or "a"?
"leaden" comes from "lead" and "leaden sky" means dark gray sky, you pronounce it like you would normally say lead-leaden (made of lead, of leaden color)
Got it, ty
"lee-den", I believe.
Yo wtf, the nature and lighting is insane
yeh and afaik this is Godot 3 not 4, just to show that a engine is as good as the person using it.
I see I haven't been posting here for a while, one of the cooler things I've been working on recently is adding a prototype gun with some unique mechanics for it.
I'm done with the mesh, texturing tomorrow, implementation soon and showcase after that
The gun comes from recent update for my 2D game, if you want to play around with it in side-scroller format you can check out the FREE demo:
https://helghast-95.itch.io/leaden-sky-official/devlog/969909/leaden-sky-update-14-2025-demo
textured version and ingame one
Looks sick
I've been working on a lot of things lately, I will reveal them soon
Sound design is nice. The guns all sound the same maybe because of the reverb? Would be cool if they all had a unique sound
Duh, nah? They don't sound the same, not sure what you mean
Pretty sure you just confused gun sounds with the head exploding sound, since they do overlap with gunshots
reminds me a lot of the F.E.A.R game
new update is out
For some reason I can't post the Steam devlog link because this server blocks it as "server invite spam" which is bs
What device are you using?
And how long did this masterpiece take you?
@covert forge
I was on PC, just trying to post Steam devlog but it somehow got flagged as "sever invite spam" here which is weird, didn't happen on my server or anywhere else, it's literally just a list of changes
About 2 years and half, and thanks
I'm about halfway through with finishing the story, since I have all mechanics, menus and systems covered up it should speed up from now on, I just have to finish the remaining chapters and complete the storyline.
What are your specs
Nice work
@covert forge
AMD Radeon RX 6600, Ryzen 9 5900X, 32GB RAM
My game runs usually between 100-160 FPS on max settings in 2k but I also use my older PC from 2016 for testing and it runs pretty consistent 60fps on medium settings in 1080p
This is beautiful, when do u plan on releasing it?? 😁
What is your pipeline for hard surface models ending up looking this neat? Getting 3d normals to look good on end models is the part I struggle most with godot.
In general it's just a process of very long polishing of models, the UV's are mostly automatically generated with minor adjustments and as for the normals, I paint heightmap on the model manually using black and white and then generate normalmap from it
You can already play it since it's in early access for 10$, full game planned for this year if things go well
Chapter 2, the protagonist (Kyle Anderson) returns to the power plant, armed with a prototype weapon, he rushes in to stop the disaster by destroying the anomaly nest.
Game - Leaden Sky: Nightmares
https://store.steampowered.com/app/2766220/Leaden_Sky_Nightmares
https://helghast-95.itch.io/leaden-sky-nightmares
abosolutely AMAZING