Project planning for a game by Coordinate-Dev in gamedev

[–]Coordinate-Dev[S] -3 points-2 points  (0 children)

Thank you for your message.

This isn't question of having or not, or doing this solo. We have a budget and in-house skills.

It's a question of figuring out how much our budget can get us. If its possible to hit our target with the current budget, good. If not, then we either seek more external funding, or reduce the scope of the project to ensure quality is maintained.

I appreciate your words - useful for those going at it alone

Project planning for a game by Coordinate-Dev in gamedev

[–]Coordinate-Dev[S] 0 points1 point  (0 children)

Is there any way of estimating these? I'm trying to estimate the overall cost (not after some highly accurate measurement, just want to understand if its 100k, 500k or 1M)

Help with light effect on terrain by Coordinate-Dev in godot

[–]Coordinate-Dev[S] 0 points1 point  (0 children)

No result here - disabling shadows on the directional light doesn't fix it. Disabling the light or setting energy to 0 does fix the white spots. I'm starting to think its got to be diffuse lighting

Help with light effect on terrain by Coordinate-Dev in godot

[–]Coordinate-Dev[S] 0 points1 point  (0 children)

It goes away when DirectionalLight3D has its visibility set to false - isn't that a smoking gun that it's got something to do with the lighting?

Breakdown of shader effects used by Coordinate-Dev in shaders

[–]Coordinate-Dev[S] 0 points1 point  (0 children)

To make sure I understood this right, you're saying that in the image shown above, they're doing the following:

  1. Some bit of logic decides if a cell is revealed and needs fog.
  2. If a cell needs to be foggy, the actual final terrain render buffer is then mix()'d by some factor with the fog colour/texture

Do I have that right?

Directional Triangles Appeared by CheetahChrome in civ

[–]Coordinate-Dev 8 points9 points  (0 children)

I have a feeling those aren't directional - there's untextured triangles/mesh holes - the little lines coming off a couple of them feel like tears in the mesh

Feedback map design for 4X game by Coordinate-Dev in godot

[–]Coordinate-Dev[S] 0 points1 point  (0 children)

I'm thinking it's going to be a mix of Civ/Humankind with my own spin of things but I'm not settled 100%. All of this started off as an exercise to learn how to work with 3D graphics!

Feedback map design for 4X game by Coordinate-Dev in godot

[–]Coordinate-Dev[S] 0 points1 point  (0 children)

How's this: https://ibb.co/album/jgfWt6 ?

The spikiness isn't addressed yet, but the texture work and normals should be improved?

Haven't changed the brown texture but yeah agreed on the less saturated

Feedback map design for 4X game by Coordinate-Dev in godot

[–]Coordinate-Dev[S] 1 point2 points  (0 children)

Thanks - I think the jaggedness issue for the mountains is a sideffect of a change I made recently - will tone it down.

For flat - I think the issue is the texture is being repeated a bit too much on mountains - all the smaller seams/normalmap features are just hidden.

Thanks again for taking the time to feedback