#Leaden Sky - horror FPS game

2530 messages · Page 3 of 3 (latest)

covert forge
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shooting test (from my main project)

lucid birch
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Nahhh no way. RtV is still better. But this here is still very good 👍

covert forge
# lucid birch 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.

lucid birch
covert forge
versed glade
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objects that cast shadows from the light would make this way better but it stil look cool!

covert forge
covert forge
versed glade
covert forge
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Thanks man

frozen ferry
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wow i thought your pfp was a character from gta iv tlad i had to click on your profile to check

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anyway it looks awesome man, efforts can be seen easily

covert forge
covert forge
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Autumn (test)

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there are 2 seasons in this game, the storyline starts during Autumn and ends in Winter

covert forge
covert forge
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recently I'm making various improvements to the project, here you can hear sounds for various different bullet impacts

serene pecan
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Do I also hear the casings hitting the ground?

covert forge
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Yes, they make various sounds depending on surface

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I've showcased it long ago

obtuse geyser
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posted a screenshot of my project somewhere and someone replied saying it looked like leaden sky

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i'm so proud

steady seal
covert forge
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visual improvements to my side project

covert forge
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I started doing some custom splatmaps, here is how I can nicely blend between two different surfaces

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I have 5 channels (black, red, green, blue and alpha)

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instead of colored vertices I'm using texture sample which results in far more flexible system

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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.

wild violet
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You totally need random trash next to the road

covert forge
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old vs new

covert forge
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It's out on Steam now

covert forge
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Keep in mind, this is not a finished game, and it features only one chapter out of 3 planned for full game.

minor hamlet
covert forge
minor hamlet
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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

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give it a thought, @drowsy hare is ur man, if u choose to do so

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and yeah soz for the hijack

covert forge
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Alright then, I'll consider that for sure

covert forge
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indoor and outdoor gunshot sounds

shut canopy
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That was cool, reminded me of Creative EAX sound effects of old, I miss those cool reverbs and 3D audio.

spring dagger
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are these different sound files or are you using godot's audio effects?

covert forge
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Same file, the sound is modified in runtime

crimson socket
# covert forge 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.

covert forge
# crimson socket This is insane, something I would strive for. I was just wondering how you learn...

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

crimson socket
covert forge
covert forge
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No problem

covert forge
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I've added quick knife melee

crimson socket
# covert forge

Hey, me again lol. Do you use a raycast for your bullets or do you actually have a bullet that you spawn in?

covert forge
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in small spaces you won't notice raycast but if you have large areas bullet objects can make it more interesting

lucid birch
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@covert forge have you got a penetration system?

covert forge
# lucid birch <@373183737434734604> 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.

lucid birch
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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

covert forge
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You would still need effects for that so collision should be registered

crimson socket
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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.

covert forge
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Added a note system

covert forge
covert forge
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dynamic lighting (optimized)

covert forge
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fixed the ground

covert forge
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dry branches crack under feet

covert forge
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enemies now have wounds from player attacks

covert forge
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added difficulty modes, fully implemented

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they affect things like player health, enemy health and AI

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Current difficulty mode is of course properly stored with checkpoint activation, generally what's supposed to be saved in save file is there

covert forge
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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

covert forge
covert forge
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new concept art

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Made it in 2 days

knotty saddle
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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?

covert forge
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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.

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In short, there will be some jumping here and there but it isn't a focus.

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I'm currently working on this level so it isn't implemented yet, but I will do a showcase once it's done.

river lintel
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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?

covert forge
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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

covert forge
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Remade the HUD today

hybrid solar
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looks good

echo shard
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looks good, maybe just the ammo count font seems a bit big

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really like the hp bar

covert forge
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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

covert forge
grave oar
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so this is incredible work but these levels look very dark and are not doing the rest of the game justice

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lets see some brighter outdoor environments with global illumination and a richer color palette

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I can barely see what's going on in these pics / videos which is a real shame

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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.

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this is a showcase project for Godot.

covert forge
# grave oar so this is incredible work but these levels look very dark and are not doing the...

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

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Also it's Godot 3.5 running on GLES 2.0 so there isn't any global illumination going on, just artistic tricks.

covert forge
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concept art I showed before and (almost) final effect in game

sterile dew
# covert forge

Man, this is so close to the concept art, it's really cool!

rustic stag
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It looks so good omg

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goodluck with this project

covert forge
covert forge
lucid birch
covert forge
echo shard
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Looks great !

desert kiln
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I love it

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Looks so cool

covert forge
crimson socket
# covert forge

another question if you dont mind. If you have extra damage for headshots, how do you do that?

covert forge
covert forge
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I have baked my own AO in Blender

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Why not SSAO and Screen Space Global Illumination?

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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

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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

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Screen space AO effects should never be used as the main source of ambient occlusion in game, it creates terrible artifacts on screen.

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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.

analog jolt
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@covert forge hey are you using road placement plug-in

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Or are you manual placing them

echo shard
covert forge
covert forge
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I make models of levels all in Blender and not really touching it later in Godot

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This is the old school of creating levels, when you don't have proper level design tools (Godot has noone).

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I don't like using plugins because they often have very limited flexibility and don't take performance into account.

covert forge
# analog jolt Terrain3d

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?

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And my other question, is there a way to cut out/remove geometry at some sectors or is it limited to a square?

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Because that option would be very useful for both optimizations and making undergrounds or basements in buildings.

swift hawk
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this is great, reminds me of stalker

covert forge
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thanks, it's one of the inspirations

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here is improved scene with baked AO

analog jolt
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Terrain3D is the most advance and optionmise for godot

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So I don’t know for 3.5

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It works for 4.0

covert forge
shut canopy
# covert forge Because those aren't supported in GLES 2.0 I'm using, however there are great be...

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?

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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.

covert forge
# shut canopy Are you sure that is true?! I'm asking because I used to mod Doom 3 game and I...

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.

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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.

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I wish Godot 3 was still updated and those missing features were added.

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It's not fancy stuff, it's 2005 era basics.

echo shard
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I imagine you apply your AO on top of your textures ? or on a separate map

covert forge
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It's overlay

covert forge
covert forge
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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

serene pecan
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With a shader?

covert forge
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no, you don't need a shader for that, it's a simple trick with rotating a vertically slanted bar

covert forge
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I've posted that few months ago

serene pecan
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Huh, must've missed it

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Neat!

wild violet
covert forge
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new update

fervent lion
junior zealot
covert forge
junior zealot
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Cool, ty

covert forge
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no problem

drowsy hare
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Really amazing the visual results you have achieved and even more so on godot 3

covert forge
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Thanks, this is good practise before starting Godot 4 project in the future

covert forge
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I have replaced old trees with new HD models, I made those some time ago in Blender

covert forge
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here you can see them better

sacred zealot
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👀

covert forge
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new shotgun animations

covert forge
fervent lion
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As you using flow maps for clouds?

covert forge
fervent lion
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Nice, guessing it’s performant as all of your techniques are.

potent crown
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looks beautiful, good work

covert forge
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Of course it's not RDR2 style volumetric clouds but the clouds move and interact with sunlight properly

fervent lion
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Unless you’re creating a game with flying

midnight lark
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Amazing!

covert forge
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dismemberment

covert forge
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fragmentation grenade

covert forge
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I made a note system with my own custom font

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I draw all the art, including sketches in those notes and the handwriting font here

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I'm using a bitmap for font

shut canopy
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Cool drawings and the font imo is perfect, nice handwritten look without losing the readability.

formal sleet
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Are you going to implement a more readable font as an accessibility setting?

covert forge
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You mean standard font? Maybe at some point

covert forge
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I put a photo of burned steak on the enemies, I think it helps it look more like the intended texture

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Since they are not rotten, they are quite literally charred corpses

formal sleet
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did you find that online or did you go out and burn a steak?

covert forge
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I used old photo from a friend

covert forge
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Improved sky texture

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I made it from my own photos

covert forge
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This is GLES 2.0, not Vulkan

junior kettle
covert forge
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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

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The game was also tested on Steam deck previously, ran smooth

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While Vulkan is generally superior it seems to have drawbacks or the Godot implementation is rather poor

sterile dew
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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

covert forge
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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

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The foliage rendering seems to destroy performance in Vulkan, this is probably something worth looking into

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I also should probably add that I have custom LOD system so it helps with optimization

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I hope the issues with Vulkan will be resolved in future because I have upcoming project that I plan to develop in Godot 4.

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I also noticed that there are some serious glitches on AMD cards and I hope those will be resolved as well.

junior kettle
covert forge
junior kettle
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Also it looks cool as hell

analog jolt
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Vulkan really need to fix its performance

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Especially for large area maps

covert forge
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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)

junior kettle
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I mostly use gles/opengl because a lot of people on itch have lower tier laptops with no gpu

analog jolt
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I had playtest of my game and bunch of playtesters couldn’t access it bc there cpu/GPU didn’t have vulkan?

covert forge
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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

junior kettle
covert forge
analog jolt
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My old budget laptop doesn’t?

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Ofc that’s in export version

covert forge
covert forge
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aside from that no performance issues, no glitches, just weird stuttering every 3 seconds no matter how long the game runs

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I tried turning off AA, Vsync and nothing

analog jolt
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Tho godot 4.3 seems to fix that

covert forge
covert forge
formal sleet
formal sleet
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what are your computer specs btw?

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doom 2016 is a bit of a misnomer with how good its performance can get

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that engine is INSANELY optimised

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it might be that your Vulkan drivers are outdated

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or poorly supports Vulkan

covert forge
# formal sleet Stuttering might be caused from shader compilation

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.

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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

formal sleet
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did you report the issue?

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on github?

covert forge
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I did not, I will when I will be visiting my parents house where I keep my old PC

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I need to see the specs for report

covert forge
magic cosmos
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looks hella good but your username is the best imo

fervent lion
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I hooked up a character with a couple of IK nodes, and they eat performance

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It’s been difficult to identify where performance issues are in my project

formal sleet
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IK nodes are unfortunately completely broken in Godot 4

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It's really annoying when the rest of the engine is up to par

formal sleet
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GPU synchronisation has just been added in that version

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I also believe that ubershaders and HDDAGI is coming for 4.4

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that said, for all low end devices, yeah, defo stay with 3.x

covert forge
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I added sun flare which can be obstructed by meshes and water puddles on road

fervent lion
fervent lion
covert forge
# fervent lion Yeah, I stopped working on my game for about half a year waiting on issues with ...

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.

fervent lion
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Yeah, I'd agree with your assessment

covert forge
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I make games, I don't play with fancy features.

formal sleet
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That said, it is perfectly reasonable to be angry at downgraded performance and missing features

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Just know that, if you are angry at something, making an issue helps people know what your problems are

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Of course, once you return to your PC, you should be able to do that

covert forge
# formal sleet Just know that, if you are angry at something, making an issue helps people know...

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

formal sleet
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Submitting a Github issue with extensive detail in what the problem is rather than a post should get you a response within the week.

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i've submitted issues myself and at least one member of the team reached out and looked at the answer

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that said, I did follow the Road to Vostok dev's blog posts, and i don't remember him ever contacting the Godot devs

covert forge
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It's on the Pateron, somewhere around fist build posts

formal sleet
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could you link it?

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because i do remember him mentioning that he would

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but i don't recall if he ever did

covert forge
covert forge
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got it

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in comments:

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From this I assume he didn't get response

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I mean he said it himself

analog jolt
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Ya there’s a lot of problems with base of godot4 but thankful there’s a lot of useful plug-in

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Which makes it better performance wise

formal sleet
# covert forge in comments:

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...

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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

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they'll get back to you in a week

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worst case scenario, godot 3.6 is coming out that should provide many of the features that godot 4 currently has 🙂

formal sleet
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The VRAM profiler has just been added!

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It may not fix all your issues, but, hey, it's proof that they are trying to get everything back

fervent lion
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I saw something pertaining to IK performance too

covert forge
drowsy hare
# covert forge From this I assume he didn't get response

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.

covert forge
# drowsy hare David Snopek is a key XR maintainer for godot I think the point there was it was...

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.

covert forge
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made a new weapon model today

covert forge
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already added into the game now

echo shard
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nice impact

covert forge
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fixed the texture on fingers

covert forge
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improved hit animations

covert forge
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new shotgun animations

vivid karma
covert forge
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Thanks, satisfying gunplay is one of key features in my game

covert forge
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showcase of all the remade weapons

shut canopy
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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.

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Or perhaps just some parts slowly fading in and out.

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Just something to give it some movement but without making it to distracting.

tight escarp
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agreed, I assumed they did move at first until a second and realized they were static. would look very cool with motion

covert forge
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You can also now listen to full title screen track

shut canopy
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Awesome! gdthumbsup

covert forge
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Thanks

shut canopy
# covert forge 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. 🙂

covert forge
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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.

fervent lion
fervent lion
covert forge
covert forge
covert forge
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Thanks a lot, fil

covert forge
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working on art for story cutscenes

candid rapids
# covert forge

that second one genuinely startled me— i remember when you first started this thread, and you’re nailing it so far man, nice

obtuse geyser
candid rapids
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reminds me of cry of fear

fervent lion
# covert forge

The line art nature of the walls would actually be so cool to play

covert forge
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animated fire selector (semi/auto)

covert forge
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realistic gore effects

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hit animations

covert forge
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improved merc model, true to 2D original, I made both from scratch

signal granite
formal sleet
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Wait, there was originally a 2D game?

covert forge
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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.

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I also plan a 3D remake of 2D at some point.

formal sleet
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Oooh, that's so cool!

covert forge
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destructible props

covert forge
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destructible light sources

covert forge
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Improved the atmosphere for this scene

covert forge
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I've recreated 3D items from 2D original

rustic stag
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How is the game performance wise?

covert forge
rustic stag
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👀

covert forge
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realistic explosion damage

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(I threw a grenade at the character)

covert forge
formal sleet
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Damn, this is so GOOD! I love everything about this, from the sounds to the explosions!

covert forge
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new weapon pickup system

sacred zealot
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Hell yeah

covert forge
sand magnet
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Looks beatiful

waxen oxide
# covert forge

Are you inspired by F.E.A.R? :D
Brought me some good memories

covert forge
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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)

covert forge
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Some cutscene scenes that I drew

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There is going to be a plenty of narrative in the game

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After all, it's a closely story driven experience, similar to Metro games

covert forge
formal sleet
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your art direction is so good, especially considering that you're using godot 3!

covert forge
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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

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Purely realistic graphics age quickly but artstyle stays forever

red trail
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Totally agree with art direction especially as AAA stuff is becoming almost cookie clutter. Really great job keep going 👏

formal sleet
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Will you be porting to 3.6?

covert forge
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This is Godor 3.5.1, does 3.6 have any advantages when it comes to 3D?

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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.

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I will see the update log, if it's just improvements without significant changes then I'll be very happy to upgrade.

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seems like it's compatible, looks very promising so far

formal sleet
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I think LOD functionality has been all moved to a node now?

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Sorry, I don't use Godot 3

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But it should be mostly compatible, plus a few extra bug fixes as well

covert forge
# formal sleet I think LOD functionality has been all moved to a node now?

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).

covert forge
# formal sleet But it should be mostly compatible, plus a few extra bug fixes as well

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.

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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.

formal sleet
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I may not be using 3.x, but I know plenty of other Devs are

covert forge
split solstice
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Good job on getting ragdolls to work.

covert forge
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I've improved it even further, you can easily compare the progress by scrolling up

covert forge
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new enemy type

covert forge
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some more story notes

serene pecan
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LORE!

covert forge
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And not just lore, the game has a fully fledged storyline with proper characters

covert forge
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power plant level

winged heron
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Looks fantastic!

covert forge
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I've finished the teaser

covert forge
true breach
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some people dont get how powerful godot can be

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really good looking tho man

warm vessel
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This game looks insane.

covert forge
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Thanks!

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I made some fixes to this level

grave oar
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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.

covert forge
# grave oar so we need to be careful here. This is probably the best FPS mechanics we've see...

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.

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And again, it's not a test level, it's an important location for the storyline, in fact it appears at the very beginning.

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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.

grave oar
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ok cool. I really hope you can get this through to completion or at least a playable demo.

covert forge
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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...

▶ Play video
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Full gameplay of Introduction chapter

winged heron
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That looks fantastic

covert forge
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Thanks!

warm vessel
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I'll be buying this!!

covert forge
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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

covert forge
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I'm working on a larger, more open level, the moon is there to help with navigation

covert forge
vast dagger
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this is insane

covert forge
covert forge
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Abstract environments I was talking about previously

formal sleet
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ngl, i'm a bit tired of the trope "pieces of a world in a void"

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in video games

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even cod did it, and that's how you know it's overused

covert forge
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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.

echo shard
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Black Ops 4 if I remembee right

covert forge
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I haven't played it, I can't find any screenshots of that area

warm vessel
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Do you wokr on this full time?

covert forge
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Yes, I do

vast dagger
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can the player see their feet?

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or legs

covert forge
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No, I prioritize basics, details like this can come later, this isn't particularly hard to implement anyways.

vast dagger
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alright, i like it without legs too anyway

shut canopy
# covert forge No, I prioritize basics, details like this can come later, this isn't particular...

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.

covert forge
# shut canopy People don't know how much work implementing a full body awareness is in a FPS g...

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.

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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.

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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.

junior zealot
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Random question i have: is the "ea" in "leaden" pronounced like "ee" or "a"?

covert forge
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"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)

junior zealot
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Got it, ty

winged heron
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"lee-den", I believe.

vast dagger
shut canopy
covert forge
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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.

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I'm done with the mesh, texturing tomorrow, implementation soon and showcase after that

covert forge
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textured version and ingame one

covert forge
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quick gameplay with the gun (expires soon so watch now!)

oak flume
covert forge
covert forge
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I've been working on a lot of things lately, I will reveal them soon

covert forge
waxen sluice
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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

covert forge
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Pretty sure you just confused gun sounds with the head exploding sound, since they do overlap with gunshots

covert forge
graceful onyx
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reminds me a lot of the F.E.A.R game

covert forge
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new update is out

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For some reason I can't post the Steam devlog link because this server blocks it as "server invite spam" which is bs

silent lily
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What device are you using?

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And how long did this masterpiece take you?

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@covert forge

covert forge
# silent lily What device are you using?

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

covert forge
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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.

silent lily
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Nice work

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@covert forge

covert forge
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AMD Radeon RX 6600, Ryzen 9 5900X, 32GB RAM

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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

silent lily
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This is beautiful, when do u plan on releasing it?? 😁

crimson marten
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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.

covert forge
covert forge
covert forge
spare eagle
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abosolutely AMAZING