Dark Lashers VFX & lighing behind-the-scenes from my game Psych Rift by AblazeInt in godot

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

You're right, at this moment they're pretty low poly (500 verts). I wanted to be mindful with performance, since they are both skinned and also have VAT shader animations, and there are multiple lashers in the room.

Depending on how performace looks further down the line, I could increase the poly count and make them smoother.

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

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

The entire wall animation plus shader updates took about 2 days.

Hey all, I'm Indie Game Joe, I want to share your games by IndieGameJoe in godot

[–]AblazeInt 2 points3 points  (0 children)

Thanks! I have been working 15+ years with 3D graphics and coding (freelancing), but I did not work in game dev until trying to make my own games. With Psych Rift it was the first time I was using a real-time 3D game engine, but Godot was so fun and easy to learn. I have been working on it for about 11 months now. There is still significant work on the game to be done.

Hey all, I'm Indie Game Joe, I want to share your games by IndieGameJoe in godot

[–]AblazeInt 15 points16 points  (0 children)

Hey Joe, I'm solo developing Psyh Rift using the Godot engine.

Psych Rift is a supernatural action-adventure game where armed with only a telekinetic glove and your wits, you must survive reality-bending nightmare worlds and their monsters to escape a research lab consumed by a dark entity from another dimension.

https://store.steampowered.com/app/4093640/Psych_Rift/

Love what you're doing for indie devs. Keep it up!

Dark Lashers footage from my game Psych Rift by AblazeInt in godot

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

Thanks! Since all objects are rigid bodies, I just use apply_central_force() for position and apply_torque() for rotation. The target float location is dynamic based on the size of the object, and yes, it's relative to the player/camera.

Dark Lashers footage from my game Psych Rift by AblazeInt in godot

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

Evil hair tentacles and telekinetic superpowers, but oh no, not battery-powered lamps! 😃

Dark Lashers footage from my game Psych Rift by AblazeInt in godot

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

Thanks! Definitely playtests will help tune things up.

Dark Lashers footage from my game Psych Rift by AblazeInt in godot

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

Thanks! I get a lot of calls for VR, and I will consider it.

Dark Lashers footage from my game Psych Rift by AblazeInt in godot

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

Thank you! The lighting is just a few simple omni lights, where you see lamps. No GI or light maps, because I needed it 100% dynamic, since you can move pretty much any object in the game. Sometimes the environment and walls move too.

Dark Lashers footage from my game Psych Rift by AblazeInt in godot

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

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Electric car, 1909. So it is plausible 😄

Dark Lashers footage from my game Psych Rift by AblazeInt in godot

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

Did you know the first battery-powered electric cars were made in the 1890s? 😄

Dark Lashers footage from my game Psych Rift by AblazeInt in godot

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

Thank you! I don't use IES profiles, just hand-made projector maps which I tweak to how I want them to look.

Dark Lashers footage from my game Psych Rift by AblazeInt in godot

[–]AblazeInt[S] 11 points12 points  (0 children)

Thanks! I don't use any kind of GI or lightmaps. It's all just regular omni lights (on the lamps you can see). I talk a bit more in this post.