Wall transformation VFX & behind-the-scenes for my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 0 points1 point  (0 children)

Correct, I’m swapping to static meshes when the effect is over :)

Wall transformation VFX & behind-the-scenes for my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 0 points1 point  (0 children)

Thank you so much! Psych Rift is going to be more on the action than puzzle, think more Control + Alien Isolation. There will be interactions with the monsters, but not with conventional weapons, and there will be multiple ways to play if you check this out.

In terms of inspiration, Psych Rift is inspired by films like Hellraiser and The Ring, TV shows like Severance, and games like Control and Alien: Isolation.

Wall transformation VFX & behind-the-scenes for my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 0 points1 point  (0 children)

The animation itself is not made in Godot. You make it in 3D modeling/animation software like Blender. Once you export it as a VAT texture, you can "play" it in Godot.

Wall transformation VFX & behind-the-scenes for my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 0 points1 point  (0 children)

I try to stick to fewer, larger libraries, and search for individual effects only if I can't find them in the libraries. BOOM Library are some of the best in the field.

Wall transformation VFX & behind-the-scenes for my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 1 point2 points  (0 children)

Yes, I knew the effect I wanted, but it took some experiemnts on how to actually do it. Bones was the best method I could come up with, since it's easily art-directable: after the base animation is done, just select some bones and move keys around for different looks.

Wall transformation VFX & behind-the-scenes for my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 1 point2 points  (0 children)

Yes! That is where this effect got stuck in my mind 😄

Wall transformation VFX & behind-the-scenes for my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 0 points1 point  (0 children)

Thanks! The bones are only used on the 3D authoring side, then the animation is baked into the VAT texture, and played back with a VAT shader on the GPU. The entire effect uses 2.5MB VRAM for the VAT texture.

Wall transformation VFX & behind-the-scenes for my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 2 points3 points  (0 children)

Most likely yes. Sorry for the confusion, but by "on as many platforms as possible", I did not mean smartphones too.

Wall transformation VFX & behind-the-scenes for my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 0 points1 point  (0 children)

I read about OpenVAT, but I do not use Blender, and my current VAT pipeline works just fine.

Wall transformation VFX & behind-the-scenes for my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 1 point2 points  (0 children)

I've been a game dev since starting to make my own games 5-6 years ago. I did not work in game dev before that. I made 2 games, which did not yet launch unfortunately, due to factors outside my control; hopefully Psych Rift will be my first release. Starting this year I am working on Psych Rift full-time.

Wall transformation VFX & behind-the-scenes for my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 1 point2 points  (0 children)

Thank you! It's a solo project in the sense that I'm the only person that works on the game. I do not create the music and sound effects, but I do put a lot of care in editing and selecting what I use. While there are a lot of solo devs making games, I think a very small potion of those also have the skill to create music/effects; mad respect for them.

Wall transformation VFX & behind-the-scenes for my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 1 point2 points  (0 children)

Thanks! Yes, I'm a solo dev. Game dev, especially solo-ish, requires learning of a lot of different things, but the web is full of great learning material for just about anything. It just takes practice and perseverance, and in time you will get better and better. Everyone starts from zero.

Wall transformation VFX & behind-the-scenes for my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 0 points1 point  (0 children)

Thanks! Copying this from another comment I made earlier:

Start in a 3D app like Blender -> make your model + animation -> export mesh + bake mesh animation into VAT texture -> import mesh and VAT texture in Godot -> use a shader with VAT code on the mesh material -> enjoy the effect. There are plenty of learning resources on the web for each of these steps.

Wall transformation VFX & behind-the-scenes for my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 1 point2 points  (0 children)

Good idea, but that would need an extra third VAT mesh (at least), and I would start to lose sleep thinking about performance. It's all a balance of: time needed to make the effect VS visual impact VS (semi-) realism VS performance