#Project S-812
1 messages · Page 8 of 1
Yay, the LOD
by the way if you will ever want to automate formatting and do some other cool stuff (i don't remember), there is Scony's godot-gdscript-toolkit
as a small sneak peak i am also making a similar tool, but still at the stage of writing parser
That looks interesting. Let me try it out. Honestly i'm quite interested to see how fast it may work in my code base that consists of >45000 lines
I shouldn't have written gdlint ./
good code you have there haha
I'm surprised it works, but getting very upset when it's not!
Also, yeah, now it is a fact, it has 5822 problems found and entirety of this code consists of Trailing whitespace(s) (trailing-whitespace)
I love it
lmao
In one of the addons, there are problems in the code
Maybe that's the cause of all issues
But, honestly, i thought that i have problems, but not even sure at this point
7358 lines of roasting of everything i've ever done in Godot
It managed to read entirety of codebase in like 15 seconds, which is quite an astonishing result knowing my CPU
so much whitespaces
I was wondering why spacebar didn't work that good on one of my older keyboards
sending a video in a sec
Does it remove it entirely from scene tree?
yep
but is stored in memory to be re-added
so that we dont need to reload it entirely again
That's great. Also, collisions are fine? After getting culled off
I think i had a problem when i used that one thing with culling CollisionShape, when node got re-added to scene tree, sometimes it was missing the collision
But in other cases i did the very same thing and it worked well so just saying you may need to check it
Nice music, btw
god dammit
But not really recognizable anyway
I was more surprised by hotcocoastudios.discowd.com
lmao
You know what it reminds me of? One second
Provided to YouTube by Amuseio AB
Superdoingit · Dana Cief
Apologists for the Unconvinced Machine
℗ Dana Cief
Released on: 2023-07-25
Composer: Dana Cief
Auto-generated by YouTube.
That song
I know, very different, but somewhat similar vibe
@sturdy void made it
I need more of that stuff
he does all the non fast paced ost
with his permission I can send more
hes made quite a few that hasnt been used yet
oooooooooooooooooh I just found something
a very old screenshot from last year
you have permission
aight thanks
this was taken before this forum channel was made
you can see just how far the artstyle came
That'll be nice to hear
ive only made 3 songs so far and idek if we are gonna use one of them lmao
It had so many iterations in a such short period of time
it used to be comic-based
hence the benday dots
it also used to be shit
im proud of the style ive settled on now though
You guys are making me think of hiding legacy, unused tracks somewhere. Maybe you should do it too just in case
brutally honest but true
I have made so many tracks for this game
and used none of them
lmfao
then again I never finish my tracks except for a select few
its all me (so far) baybeee
what
I know right? There were a lot of attempts just to have unused tracks
holy shit I found an image from the prototype
this was so long ago
yet it feels like yesterday
real and most of them are pretty damn good
Looks very corrupted, so different from current, clean one
justquickly skiming this for leaks
Same dude
i dont like most of my tracks
I never fully get to depict what I want to depict, nor use the sounds I want to use
theyre good stfu
the only one that im really really proud of
is
oh i cant say the name of it
I sent it to dadaskis before so he knows what it is
I can even send the loadout menu track i made. The old one that i wanted to use, and one of the current ones
That is a great one!
where is the warehouse track??
what warehouse track
Quick delete it!
i aint make no warehouse track
It's hard to like anything you do, i guess that's what we are sharing
ehhhh?
im in the twilight zone or some shit
lmao
i mean you probably told me to i just couldnt
this has inspired me to finally make the theme and leitmotif for this game
MAKE
later :(
idk i only remember the ambient trackj and the menu music
there was an ambient track for the warehouse
i downloaded it but i ended up deleting my downloads folder
so I dont have it
I wonder if i should send the siren track I made here?
Gonna send these at my thread
That'd be nice
just change the file name
Man, i don't know how does it all work inside of this project, but i wanted to say one thing: I've seen quite a bunch of devs that started to make the game not from making the game, but from making a lore for this game. These guys literally should've written a book, but they are not content with it, so they are living in an illusion of making a game when they are not doing anything to make it.
But yeah, make the story, please
thank you dadaskis
im stealing this
dont I stole the melody from Black Mesa's Questionable Ethisc
Ethics
in a moment
ok wow, I definitely didnt know as much about online sequencer as I thought
this is pure effects
also I am writing the story if you check gdd.md often
diff
ah alright
EH
WHAT
whats the name under
Project S?
bro they wouldnt know what repo they're looking for lmao
under the other dev's github account
oh then its diff
Incorruptable privacy
showcase of hq shader button
yeah its private
fancy
pls dont be giving me a heart attack ever again
lmao sorry
you should make a cinematic mode that just makes movement really smooth and hides all ui and body elements
Honestly i expected this setting to turn the whole game to literal visual mess, but good to know it doesn't do that
just that the file name is 1:1 the same
wdym
nope
That'd be really fun if that repo was really public. I'd answer a lot of my questions
it would be devestating for me
archipelinaut?
TIME TO LEAK THE REPO :D
YES
ohh
that's it
thats illogical's game
I got the idea of a gdd.md from his repository
he has it FOSS
yes please
this would be a large inconvenience
I wonder what would happen if people actually get their hands on repo
no one would know much to be honest
want my session cookie
Nah this ain't that easy man
lmao section deez nuts
Can you describe the whole story with 3 words
no bc I didnt write it yet
well
kinda
ish
future, british, godot
B)
acc i cann do it in 2:
mirrors edge
godot!!?
I knew that lost connection has something to do with british people!
*british conspiracy intensifies*
b'itish
radish
"Earlier, this city had a beautiful, dark atmosphere..."
"But now it has been ambushed by British Empire"
"The eye in the sky is watching"
Alright, jokes aside, that seems to be a fitting kind of story, even if it is not finished just yet
Sorry just in case! No intention to offend anyone
okay but seriously how could godot fit in the story?
It already does it in billboard, but, honestly, that seems to be unusual decision
oh wow never noticed
its made in godot
What if Godot in this game is kind of "Deus-Ex Machina"
So any events lead to the fact that game is powered with the power of God GODot
well sure it is, but like godot in the actual game lore is indeed unusual
no need to cross that, we all here know the truth

Time to write Godot bible
indeed
idk
i mean how do you know the game isnt just based around the play waiting for godot and you just sit on a bench until godot finally shows up and the credits roll
don't get me wrong, i would be more than happy if it integrated well
sounds like bullshit not gonna lie /j
"Watch the Paint Dry" in the world of Godot? That sounds amazing
ye
I can do it in 4
with accuracy bc im the writer
wrong time, wrong place
ye thats why ur the va for the MC
Sounds good too!
definitely the only reason
also i came up with its name sooo
ya
What name?
S-812?
Damn i'm still wondering how it is related to the game itself
Godot, secret project, lost connection, british people
That's a crazy mix i'd see
Oh, alright
💀💀
I never put it into a list like that
its very odd to see
That's, my friend, my weird perpective based of everything i've seen yet
#1151311410882686996 message
They did
ah fair
that would also be the first mention of british people
this game's city is canonically based in england
more information for u right there
British Empire applauds you
!
Gonna move the conv about the new dialog thing here
It sounds very promising so that'd be nice to see any kind of screenshots... If you don't mind!
why tenor doesn't have a british version of social credits meme :(
I ended up having to leave midway through creating it
so I just got the custom resources and no function yet
will make later today when I have time
I made it
I spent 30 minutes coding it and it worked first try
am I magic?
things dont work first try
screenshots & videos will slow down as development continues into the story writing phase
yk this doesnt look that bad
maybe I can reintroduce some comic-like elements at some point
Amazing one, especially for the use-case you have mentioned earlier! By the way, you may be interested in one potential possibility to simplify work with it:
@tool
@export(DialogueItem) var items = [] : set = set_items
func set_items(value: Array):
items = value
for item_index in range(len(items)):
var item = items[item_index]
if item == null:
items[item_index] = DialogueItem.new()
Basically, what it does is creating a new dialogue item when you add a new element into your array. Just a little fancy thing!
Sounds like a nice idea
That looks creepy lol
Imagine someone getting to that level and just randomly walking around and seeing "Hello." I kinda love it
Sometimes they do!
@unique hill Have you played the stanley parable or portal before?
I've played portal 2, not stanley though
oooh
fun fact, TV screens have a pixel effect upon closer inspection
Texture quality dropdown using Texture Mipmap Bias
this is unfortunate for dadaskis
bc that isnt in 3.X
(default setting is medium)
I will make the modders lower the quality of the textures on their own if they REALLY wish
💀
Looks nice btw
also I have a question
Do you have an Anistropic filtering setting in your game?
4.X doesn't suppport changing of Anistropic Filtering at run-time, so I was wondering if thats the case in 3.X too
Not really, i don't really want to touch it, it is 16 by default as it does not affect it much
I think yeah, i can't change it in run-time too
WTF is going on with Godot in this case?
Weird
Like, i really checked it as much as i could, and, really, no difference. I mean, probably lower-end hardware might have a stroke, but let's be real, it will have a stroke because of ALL stuff i did instead
I had it disabled in project S this entire time, I only just re-enabled it in the video at x4 so textures look better at angles
💀 thats true
same for this, may godot have mercy on anyone who enables HQ Shaders in this game
Keep it that way. Honestly, filtering helps to get better look of textures. I did never realize that until i stumble across that issue when all my textures were blurry as hell
from what i've seen, it doesnt make an FPS difference
maybe 1 or 2 frames? Don't know
It may increase ram usage, I'm going to measure that right now actually
I wish i could make something like that, but all shaders in my game are oversimplified already... maybe... Maybe i can make it forcefully use vertex lighting... But that is too much
In my case, i didn't get ANY difference, which is weird
I mean, i tested it in levels with gameplay logic so no wonder, if there was only rendering there would be difference
But i think tests like that prove how cheap it really is
x4 still seem to be a good middleground though
I believe its the default one? dunno
I do see an improvement in the textures tho
this is actually not bad
im surprised at how little ram this takes
*cranking up to x16*
Nice font btw
It reminds me of something, but i cannot even tell what
Some kind of futuristic game...
ty!
Maybe i've seen something similar at Spider-Man: Shuttered Dimensions? Idk
Its Orbiton
perhaps! Its a really scifi-like font thats used alot in games
originally the font used everywhere in the game was Lexend
but then @spark sparrow suggested we use Orbiton Black
and it was a really good fit for the scifi aesthetic, so we switched over to that font
Oh, i didn't notice there is one more team member here
All this time i thought there are 3 of you
But that's a nice change nonetheless
holy shit. lowest settings looks so weird
theres actually 8 of us
but most are artists and unavailable sometimes
140 fps at least
Army of artists is what is really needed to make anything look good
the members that are in the thread are illogicalapple, ylumiccoon, kamino and me
Especially if they can make something that is fitting to the project and doesn't stand out too much
but I tend to make most of the textures not gunna lie
i think maybe its because I have a specific vision so I do more stuff
theyre really talented
especially ylumiccoon, who uses scratch (the block coding website) as their art tool
infact they made the HCS logo, and the Torvi Technologies logo (to name a few that you all have seen so far)
max settings
Visual scripting for kids? I've seen this thing, but i'd never think that someone would use it for logos. That'd be nice to know more about this workflow
What's the thing that takes up FPS in this case? In my game that is SSAO setting
And shadows
I don't know the exact one, but I know a major contributor
upscaling
In Project S there are 3 upscaling modes available
Bilinear, AMD FSR 1.0 and AMD FSR 2.0
they render the game at a low resolution, and scales it back up to the viewport resolution (1920x1080)
amd fsr is the best upscaler but takes a decent amount of GPU usage
but, they can also be used for downscaling
in this case, the game is being rendered at DOUBLE the resolution, 3480x2160, and is being downscaled back to 1920x1080
it looks much clearer but takes up a large portion of FPS
sorry for talking in multiple messages, its a habit I have when I get passionate about something
What kind of settings run the best and affect the looks of the game the least?
I can definitely tell there are some screen-space effects that are essential for the visuals, which are probably related to ambient occlusion and global illumination
I never tested it, but i would assume default settings may be the best
as I always use default settings
which means the style and aesthethic of the game is made to work perfectly well on default settings whilst keeping performance good
I think you can use Low lighting quality and still have it look really good
the lighting quality modes dont change much, just makes lighting a bit more accurate
Many screenshots i've seen yet are default settings? It's very nice then!
Just makes me remember Escaper v1.0. where settings drastically changed the looks of the game
I'm glad that even lowest ones are looking good in your case
Not that Godot gives possibility to screw it up, but, yeah, i think you'd make something like that either way, especially when it has that nice fps
I honestly wouldnt have assumed it would go that far down
I should remove the Lowest texture quality so the minimum is just Low
thanks!
theres just this random error that exists and Idk why
it doesnt appear to impact anything
but is kinda annoying ngl
After watching this thread for a month or two, this game is absolutely beautiful. Amazing job on the graphics.
thanks, man!
I really try to put the maximum effort I can in all aspects of the game
It shows in the results.
:D
im just doing some sound design right now, from some audio Kamino has sent
replacing the old placeholder ones
closer screenshot of the clouds
i am literally the bestest sound engineer
/hj
hell yeah
your shoes sound nice
hsc
may up the resolution of these clouds ngl
theyre 256x256, maybe 512x512 will look a tad better
Don't be afraid to use even 1024x1024 if needed. That is a really HUGE surface that is very visible, for such kind of cases don't hesitate to use higher resolution texture. That is a fine practice in terms of "texel density" (highly recommend taking a read on this one)
true, though I don't like to use large textures often
simply to save on RAM and VRAM usage
I don't think that is going to be a big contributor
In many cases, my game uses 512x512 textures, similar texel density as Half-Life 2. I bet you can run Half-Life 2 without getting into trouble with VRAM, right?
I use 2048x2048 for huge surfaces like asphalt, because that is a good way to break repetition while keeping uniform texel density
As it follows i use it only in exceptional cases
Just saying for you to remember if you will need it. It looks fine either way
ooh alright that makes sense
my way of getting rid of repetition was just having actual tiles
like the windows and rooftop tiled concrete
but ill definitely use that method for more organic surfaces
They are really universal, i'm literally stopping myself from making each texture a tile one. Sometimes for good, sometimes not really. Mirror's Edge nailed it either way
mirrors edge is a really good game to look up to
they really nailed so many things
the low res kinda gives it a fluffy look ngl
ooh wait, maybe I can blur the texture slightly
for that fluff
That's the way too!
max settings, upgraded clouds
made em have a mild displacement and are higher res now
Wow okay
turns out I accidentally disabled some of the graphics options
that were hardcoded
sending screenshot of all the effects back in
ooh no wait i just broke something
uh oh
default settings, supersampled x2
for some reason lens flare was disabled on this map
clouds and stars
maybe the bloom is a bit intense ngl
imma tone back the glow
im also going to severely tone back the glare on the windows
ive made a saddening discovery, but I dont know what I expected really
the lens flare shader, unsuprisingly, takes alot of gpu power to compute
so ive put it to be enabled or disabled depending on the HQ shaders option
That's good you did it!
i always wanted to ask if that "glitter" everywhere is intentional or not
(off)
wdym?
ohh
Kinda and kinda not
its a remnant of having a ReflectionProbe
and on the floor as well
This looks much better 🔥
🔥 truee
No
ill be fully transparent, kinda wondering if gameplay would be underwhelming when revealed
It's better to prototype often, even if it can be painful
true
I tried to get the gameplay loop down a bit before sending out test builds in-house
Ooh
I found a new lens flare shader on godotshaders, looks promising and appears to work in a much different way than the one i currently use
Im going to try it out and see
interesting..
this is actually not bad
I can combine this with the other lens flare shader for an even better effect
its like a weird lens flare
but like its decent
imma tweak it a bit
it don't matter
gameplay does matter
we'll wait until we have like 5 levels
by keeping it secret you're just raising expectations
bruh
thats fair
you're missing an opportunity to get feedback and improve
I need feedback on the gameplay from the testers first
ye ye
lemme get feedback first
everyone is biased as fuck
this is a good point
are u sure
you're missing an opportunity to get public unbiased feedback, kickstarter or YouTube support, etc
mhm
then ill send gameplay
im procrastinating heavily by working on the visuals
theres nothing to do on the visuals
i just dont like map making
but i gotta so im doing it rn
get a map maker
yeah the visuals are perfect now, cant change anything about it
so find a high quality map maker
me
you don't want to do it
?
my issue is that I have a hard time starting things
but once im going, im going
also
make the controls menu
ne'er
hm
I've seen the game and now i'm genuinely curious what kind of feedback it may need? "Add more content" doesn't seem to be a very helpful kind of feedback
But, of course, i've only seen it and didn't try it on my own
I was told it felt bland
and I kind of agree. It may just be because of how long ive been developing the gameplay
I may have gotten desensitized to it
it just feels bland
it's not fun, even though the graphics are nice
I'm testing vigorously to ensure that its fun
ive got @icy anchor testing a build right now
I want to make sure the game isnt just "Looks good but plays bad"
I want it to be "Looks good and plays amazing"
Ok so, I want to make a seamless game experience with almost no loading screens
so im going to spend my time coding a system that loads in and unloads things seamlessly
so you can play the entire game without ever once seeing a loading screen
(besides when you actually start the game of course)
modellin da warehouse
gon do fancy thingies
it looks much smaller than it actually is going to be
all your collisions are so expensive
What do you mean by being expensive? Are they just concave?
he makes them very detailed
including in areas we don't even reach
and i think concave ones are way worse
I think he is doing alright because that game doesn't seem to be like the one i make where the physical hell of raycasts, areas and rigidbodies can happen
The only concern that i have is that you guys spend time over making collisions, but it's up to you, you know who am i and how i'm going to recommend to use tool scripts everywhere
And after some time i'm going to complain that making of custom tools sucks ass because you have to support them too
I dont often do that
I usually comeback to fix them later
i'm talking about in efficiency and time
let's face it, the street lights on the bottom of the world don't need the collision you gave them
they do
how
when you enter into falling death
bruh
I've fallen down one time and it was fun walking around
it's easy nether
oh well
I wish i could replicate
its fun for spdedrunners and game breakers too
i will reupload my profile picture now
but seriously I really like how when you fall you dont die until you hit the ground
because yes
simply
I dont see any performance drop having them
the game run surprisingly well on dadaski's computer
I could remove the collision later \
Alright, i'm using Godot a bit unconventional way, but, as i understand, for Nether, to make a collision, he has to...
- Make a scene for a prop
- Mesh instance and stuff, maybe materials
- Press "Mesh" button and make concave something-something and it makes
StaticBody3DwithCollisionShape3Don it - Tada? Concave collisions have pretty much fine optimization i think, until you stumble across physical hell that may not even take place in this game
yee
those are sometimes a bit laggy, and when they are I choose simplified convex or multiple convex if it needs detailed collision
like water tanks, those are a mix of multiple convex and a box collision so you can stand on it without slipping
the vents are just normal simplified convex or just boxes
Laggy? That's interesting. In my case, only dense meshes are laggy, like, debris, broken glass, fully-detailed weapon geometry, even sentry gun in the past. I wonder what you've made to make it lag
What is polycount of the water tank
laggy as in if you run into the staticbody
it drops fps
but you rarely actually do that
Yep, that's what i had
I think 200 and something
In my case, Bender was jumping on weapons, i had to walk on broken glass of m_day1_1, etc, that all stuff
It is also including raycasts and etc, it's all getting more expensive this way
200? Man, it's weird, i had like 4000 triangles in my weapon prop, but maybe it has some kind of different law of how processing of it works
Idk to be honest, I dont really spend long on collision
as my system is already made so that I can just plop anything anywhere and it works
Sounds amazing then
I know the style and everything I want for the levels
but i dont know where to start to actually make the levels
just do the levels first
don't decorate it
I think I can do this in a way
by using weird workarounds
its unfortunate that godot is missing Asset streaming
but I now know that the weird unreal engine pop in and out is because of that
unreal loads the lowest LODs then higher detail and higher until the highest
but only when needed
if a LOD isnt shown for a while, it gets unloaded
really thinking how I can go about doing this without diving into the engine source code
You know what, it may sound as a very weird suggestion, but i highly recommend you to try making Garry's Mod maps. After making them i had much less confusion about level design part
Your assets are very, very lightweight. I think UE's streaming was designed for very high-definition assets that take up a lot space in RAM, VRAM, etc. I'm saying that because you may just need to add and remove children from scene and that may work pretty much well. Yep, your assets will remain loaded into RAM for example (as they are orphan nodes), but come and think to it, maybe you are making such lightweights assets for that one reason
Cant you make meshes streamable in the import process? I know that doesnt cover all assets but maybe you could look into that Nether (unless I’m missing something)
huh neat
ill try that later
you can?
If you select a mesh in the import process the "make streamable" option shows up
oh what
I wonder what that does
it doesnt appear to have any documentation
I havent checked it out myself so I have no idea
But it might be a step in the right direction
interesting
but now im wondering if it even has functionality
as I remember in 3.X, there was a Mesh LOD setting that didnt have any functionality at all
and was simply there as a placeholder
definitely will experiment with
I understand why they add the placeholders but they always throw me off
I hope this isnt another case of that but I wouldnt be surprised considering the lack of documentation on it
yeah, although most things arent documented in the import settings
and atleast the mesh lod slider had text stating it was a placeholder
so maybe this might work
I did find an issue opened by reduz on mesh streaming though
and it hasnt been closed yet
Excuse me it is still placeholder???
no no no
It works in 4.X
it works quite well actually though I dont abuse it often unless im testing
This especially threw me off so heres to hoping that it works
same
Mesh streaming and texture streaming is more of an issue for larger games
that dont want loading screens
Ive always been fascinated at how unreal engine games can seemingly unload and load large parts of the level instantly
without killing my pc
so I wanted to do something similar, although I dont know much about level design yet (still gotta learn)
I havent mucked around with multithreading much myself but considering the size of many of the assets (which I assume arent crazy high poly or anything) I think you could load segments of the level in and out on a different thread with minimal problems. Some clever design would be needed to hide this from the player though
It probably wouldnt be easy as mesh streaming but it's a way to achieve what you're going for
The issue with this, is that instantiate() and add_child() give me heavy problems when executing it on a thread
for some unknown reason
You'd need to do some communication between threads, let the subthread do the loading and have it send that data to the main thread to be manipulated (instanced, added to the scene, what have you)
I could pull a mirrors edge or take something from out of the LOZBOTW book
mirrors edge has loading masked as gameplay with elevators, and legend of zelda just has low quality everything until the high quality version is needed
lord have mercy
Node tree doesn't seem to be very friendly with these
Yeah for what I know its a bad idea to modify the scene tree on a subthread
The docs say that instantiation can occur on a thread
but in my testing it simply did not cooperate
even though I was executing add_child() on the main thread
to avoid any and all errors
*sound of opening an issue on their repo*
Can is a very strong statement, never said it could do it well :p
Does sound like a problem though
💀
I think that it might just be a good option to fuck around with threads and to find out
maybe sephamores and mutexes as well
how long have I gone without noticing 4.2.1 released
@unique hillWHAT
🤨

It was a bit fucked up in daytime scene
scenes
would flashbang me constantly
Noe
bru
breadpog 👍
heres a screenshot of the prototype of this game, made in 2022
interesting to see how far its come
2022 man
I found really really early screenshots, here we can see the city was originally intended to be darker and grittier, with a column like appearance
clearer image
it was originally named "The Middle"
I never knew just how much 2022 screenshots I have
oh wow you have really come far
i don't have my super early stuff anymore but it was pretty bland learning material, i hope i have stuff like this to look back on eventually lmfao
i like the vibe of this
I have tons!
Mainly because I send a shit ton of screenshots in the Hot Cocoa Studios group chat
for all the team members to see
yeah lol that's called "DMs of my friends before it was all seirous"
Wait, y'all have friends?! 😂
The colors in this are killer
Ill send some more prototype screenshots
this was called "The Under"
made in 2023 using a dev build of 4.0 (as 4.0 didnt release then yet)
I actually still like how this looks
I may bring it back somehow
I hope you bring it all back somehow
Especially this one, you know, i made HDRI while being inspired by it and some other screenshots of the game
I want to try falling down to the ground level safely
somehow
Yeah these areas look really interesting
You know, maybe secret levels or stuff
we're on a quick break
Or that too!
if this game gains decent popularity
I want to have a DLC mode called
Project S-812: Two sides to every coin
where instead of playing as the protag
So... what i have to do to repeat it...
you play as someone under the antagonist
but with a twist
this DLC is multiplayer only
I died :(
you and another fellow are twins and are sent to hunt the protag
or something along those lines
Im planning for 5 chapters
in 5 different areas
along with 2 dlcs
:0 that big ol building
I probably wont hit this chapter and dlc goal ngl
but im still hoping
Idk how popular this game would become nor how well received itll be
how is this thread so forking active
magic
what did you think itll flop immediately??
Smh
uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
myave
dude the dev team gc isnt even as active as this
Tear a hole in the dev team gc
Lol
As any successful corporate department, we have to fire someone
Even if the lead is our one and only developer
and the studio owner 💀
wtf
thats crazy
yall are busy 😔
bih im the only one online during my day
found something that would help me immensely with cutscenes
Too bad it didn't have "dog" in it
lol
this was probably the fastest ive responded to someone
because I was already lurking in this thread
sry if I responded too fast 👀
I think I can make a good modding SDK by just giving users all the models with collision
but to play the maps, you need to have the actual game installed
as itll launch and load the map in the gmae
You're all good fam
im making the warehouse level
I have a clear vision of the level I want it to be
i just quickly made a background environment so that i can get a feel of the atmosphere
this is massive by the way
the player is like a dust particle
Ill have parts of the level load in as the player progresses
don't put too much action in for indoor areas
im not
this is a more chill level
planning to have it a bit puzzling
though that would need me to code new functionality
I know for a fact
that at the end of the warehouse section
I want a action scene
followed by a cutscene overlooking the city
something to really show what we're capable of for future chapters
o/
o/
Is that a 3d space or a drawing? It looks so good 🤩
Those god rays are amazing
a 3D space! Down to the volumetric rays!
its actually a trick im using!
The god rays are a model with a texture applied on it
and with its shading set to unlit, then I just tweak it until it looks good
Oh that's actually really smart
then you can just modulate it, assuming its a white ish texture?
I also re-used the clouds in the night scene for fog down below
Such smart
But sadly considering the recent 4 quarters of the company profits have been going down, I think we will have to fire you, sorry
Man that is so nice
damn thats crazy
I deny your request for firing
Sorry, I deny the firing, I suggest that you fire the firing manager
I plan for this to be a step-like area
with each step being a separate level
but since it takes place in the exact same area
the background will just be re-sed
re-used
the background being the warehouse itself
Sorta like when you go through the same place in portal twice, but the second time it has changed?
yeah, except its only changing because computers arent powerful enough to have such a large level loaded in all at once
so when you go down a step
the step is loaded
and the previous one is unloaded
and replaced with a lower detail version
yee
yee
oh also
those containers are just cuboids
theres no other geometry except that
instead, i used
✨ displacement maps ✨
Did you hear that they removed displacement maps in unreal 5?
yep
They said something along the lines of it being a deprecated technology
But they havem't replaced it...
thats weird
Alot of games use displacement maps for fur
just look at almost any toy in poppy playtime
its very visible that theyre using displacement maps
for the fur
and it works well
bred
Bread
bread
I'm going to place a photorealistic bread model somewhere in my game
and im going to make it unnecessarily high quality and look very out of place
the outlines wouldnt even be applied onto it
great idea
a fluffy, outlined and very cartoon-ish bread somewhere in index purger. deal?
perfect
Sounds nice
A 12M Vertex Bread?
nah imma use displacement and normal maps
use my animated ad
spent.like an hour on that
dam I suck at level design
I mean all the things I've seen so far looks cool 🤷♂️
^
im good at making things look good, but after playing this level I dont really find it fun to be honest
Its good, dont get me wrong
I need to get a mechanic that gives the player a reason to play besides getting from point A to B
Im still thinking about that
maybe Ill whip up a prototype level and send gameplay footage here so I can get better feedback 👀
Ive started to actually prototype levels
before I often ended up building the level around the environment
instead im going to build the environment around the level
great idea sherlock
tomorow
ye whenever ur free
just dont put it off indefinitely
like the controls menu
Is that a model from the game?
It look so cool!
ty!
Man if I saw that walking out of a shadow and then like turn towards me I would be fucking scared
it would
the previous design is way more scarier
let me send it
previopus design
imagine that shit chasing you down
running on walls and ceilings
that would be fucking crazy
I had to cut it out though as I remodelled the base model for all robots in the game
or fucking funny, depending on which type of person you are
💀
the new model seems like a pretty good balance
i wanted to get him to make them into essentially femboy catgirl bots but that never followed through
at least i dont think so
It never followed through bc that feels weird to see
you got a femboy-ish looking protagonist model
as compensation insted
instead*
adding functionality
no i didnt
until you give him blue and white thigh highs i am not accepting that
I mean with the hoodie it kinda looks like it
i am not doing that
fine i will then
you are not doing that
i will learn blender purely to femboy the protag
fuck you im him I can do what i want
heis not based on your likeness
ur the VA
smh
clear difference
hes british and i named him
everyone is british in the game
how would you know you never seen that
except his sidekick is for some reason Australian?
australia and england are related
theyre like brothers yeah
theyre under the same mother
*father
theyre on opposite ends of the world
and?
i mean our dad's prolly dead soon anyway soooo
another one spawns in dw
wtf were we, separated at birth or sum?
ah yes the repeating /summon empire:monarch command block
england colonized everywhere
ah shit technically yeah
i was thinking Pangea but yeah okay
im trying to not reveal the name smfh
of who
this accurately describes the main side characters mood at all times
like i was tempted to say "how do you know im not secretly a [protagonist description in detail here] irl" but then remembered this place aint know a lot yet
@spark sparrow accurate
i wonder if alpha can put on an australian accent
I dont think it was a good idea for me to set the game in england and make these characters british and australian
when the only british person is you
exactly
and no one else is even close to your time zone
ehh
literally the dumbest setting countru
I still hear some brit in it
relatively
but I like england
why
and it makes more sense
not even i like england
how
I dunno I just like london
the antagonist is a damn tech giant that's literally just fucking silicon valley
so i made the game set in england
no what?
you buffoon
2 things
oh no I cant say those two things
fuck sake
second thing, Idk if theyre the main antagonist
they could very well just be an antagonist
bc I dont wanna go the typical "big bad company rules the world" story
that's why i didn't say main antagonist
but u did say the
these nuts
no idea what I did but lowest settings suddenly give this FPS level
How did you change your original image of the forum post?
I deleted the original attachment, and edited my original message to have a link which was just an image
that image being the new one
you mean I didn't have to delete my thread and make a new one?
no 💀 what
Ah, I assume the image was posted somewhere into discord and you just copied the attachment link to the post?
yep
just spent quite some time getting physics interpolation working
game should now look and feel better on higher Hz monitors
thanks to sinewave knowing what to look for and how to look for it when beta testing!
i have been vigorously testing gameplay alongside fellow game devs and team members to ensure its the best it could be
so expect to see some actual levels soon instead of test things
I revoke this statement
weed eater
eh?
go steal code from somewhere
literally just google "gdscript control settings" and theres multiple tutorials lol"
ye but i dont wanna
i did find an addon that does it thoso i might usethat
All that dictionary magic around control panel makes it feel like a bunch of outdated bureaucracy. I've written it once, i'd steal it other time
"i dont wanna steal other people's code so im just gonna use other people's code"
the difference is that I credit them
stealing is you dont give credit I think
kam can I post a funny screenshot of a message u sent
sure?
i think?
im fixing said hurt sounds
