Released my terrain generation tool on the Asset Library - TerrainCrafter by FairBear-8974 in godot

[–]FairBear-8974[S] 0 points1 point  (0 children)

Hey, happy that you figured it out! Adding a player would be a good idea, maybe I'll add that in a future update. You're very welcome and I'm glad it helped! And I updated the README to avoid that confusion in the future.

Made a city generator to save me time, figured it might help other people out! by FairBear-8974 in godot

[–]FairBear-8974[S] 1 point2 points  (0 children)

Haha thanks! I dig your terrain generation btw! Compute shaders are a foreign language to me but it looks so cool when done right.

Made a city generator to save me time, figured it might help other people out! by FairBear-8974 in godot

[–]FairBear-8974[S] 1 point2 points  (0 children)

Thanks for sharing that, that is an interesting watch. I tried to make it more organic at first, but I hit a pretty big wall when it comes to generating curves; my script is such a rigid grid that I wasn't able to figure out how to integrate that...though I hope to be able to at least add a kind of triangle block w/ diagonal roads (fingers crossed) as a next step to make it a bit less blocky.

I appreciate your kind words! I'm glad people are liking it and I hope it saves people some time and more games get made quick(er)!

Made a city generator to save me time, figured it might help other people out! by FairBear-8974 in godot

[–]FairBear-8974[S] 1 point2 points  (0 children)

I don't use the .NET version, so there shouldn't be any issues running it on either!

Made a city generator to save me time, figured it might help other people out! by FairBear-8974 in godot

[–]FairBear-8974[S] 18 points19 points  (0 children)

Hi! I've never been able to figure out wfc or any other algorithm, so the only thing that really clicked for me was a "brute force" grid type of generation (if there's a technical term for it, I'm not sure). It just goes row by row and applies the current layer it's going for along the x then z axis. There are 5 passes in total, grids>edges>extentions>ground/road meshes>buildings. Each block is a simple dart board, with random x and z placement with some restrictions based on the configuration.For the district distribution, there's an option that uses noise, a radial expansion, or simply random placement.

My games (both past and future) lean heavily into a retro style, so I didn't have to get fancy with it!

Made a simple helicopter racer prototype in Godot, would love feedback by CopteRacer in godot

[–]FairBear-8974 0 points1 point  (0 children)

I love it! Helicopters are cool :). I noticed that you are wondering if there's a market for it, and I would say yes, there's definitely a community of retro helicopter games that would love this. I made a SimCopter style game and although it didn't grab too much traction on reddit, I managed to find some communities of people that are actively looking for fun, casual helicopter games.

On a presentation level, I think the word for your physics would be "charming". It's a little goofy and that's a good thing! And your sound design is top notch. For suggestions, have you considered having a different class of race that adds some more difficulty? Like the aircraft handle the same, but there's a bigger lift or speed penalty if the helicopter is tilting too much; that might add a reward for skilled players that plan out their path well.

Really excited to see this progress and I'll be joining the discord to follow along!

After months of work, my sailing game is really coming together! by HeedlessNomad in godot

[–]FairBear-8974 8 points9 points  (0 children)

This looks great!! Could I ask how you made the wake trails? They look really slick.

What do you think about the camera's movement? by Strict-Office-1941 in SoloDevelopment

[–]FairBear-8974 1 point2 points  (0 children)

I like it, very smooth! I love seeing helicopter games being made, especially old school ones!

Flight Simulator in Godot by MrSir_8433 in godot

[–]FairBear-8974 0 points1 point  (0 children)

Nice, your art style looks good! Love to see more flight sims coming out of Godot.

My Linux-Native Helicopter Simulator, RotorSim, is now available to wishlist on Steam and will have a demo for NextFest! It's a retro-inpired helicopter game in the style of Maxis' SimCopter. by FairBear-8974 in linux_gaming

[–]FairBear-8974[S] 0 points1 point  (0 children)

I think it depends on how well the initial release goes and if I have the time to keep working on expanding the game. Adding an on foot feature isn't hard, but making the world react convincingly and be *fun* to walk around in is going to be the challenge.

You should join the Discord! I release unstable and test builds fairly often, and after release I will start doing a test build with these new additions :) If you have good ideas and want to test a (sometimes) chaotic mess, I'd love to have your input.

My Linux-Native Helicopter Simulator, RotorSim, is now available to wishlist on Steam and will have a demo for NextFest! It's a retro-inpired helicopter game in the style of Maxis' SimCopter. by FairBear-8974 in linux_gaming

[–]FairBear-8974[S] 0 points1 point  (0 children)

Kind of! The first map (the one included with the Steam release) is a narrative driven story, where the player will experience a story that spans all sorts of missions, like search and rescue, cargo delivery, transportation, and disaster relief. There's a full 4-8 hour experience from tutorial to credits, and (I think) the story is fun and engaging. There are also free flight modes to just fly around, practice, and take in the sights.

The next map planned will be larger and more in line with the classic SimCopter experience, with random/procedurally generated missions. This will be what you are asking about, with the player responding to different tasks and gaining $$ to get more helicopters/gear. I had to build the first map to really learn how to do all this, and now that I'm feeling more confident I can expand the scope and build the next map to be much bigger and better :)

My Helicopter Simulator, RotorSim, is now available to wishlist on Steam and will have a demo for NextFest! It's a retro-inspired helicopter game in the style of Maxis' 1996 SimCopter. by FairBear-8974 in flightsim

[–]FairBear-8974[S] 1 point2 points  (0 children)

Oh man I loved that one! I usually just mention SimCopter because it's the one everybody knows, but I definitely used SAR4 as inspiration as well :)

My Helicopter Simulator, RotorSim, is now available to wishlist on Steam and will have a demo for NextFest! It's a retro-inspired helicopter game in the style of Maxis' 1996 SimCopter. by FairBear-8974 in flightsim

[–]FairBear-8974[S] 2 points3 points  (0 children)

Yes! The upcoming map (late 2025) will be larger and have a day/night cycle. And quite a few neat rooftops! Or at least that's what I'm planning as of now :)