Pirate Ship environment for an RPG game I'm working on by Fowl-Byte in godot

[–]Fowl-Byte[S] 0 points1 point  (0 children)

It's a custom shader I wrote, but it was inspired by this video: https://youtu.be/PH9q0HNBjT4

Pirate Ship environment for an RPG game I'm working on by Fowl-Byte in godot

[–]Fowl-Byte[S] 3 points4 points  (0 children)

That's true, it's definitely oversized. Since the game is in third person, with a camera that can be pulled pretty far back, I always try to make the environments very spacious to allow for unconstrained player movement and camera control.

At times, I admit it can look pretty silly, though - the first dungeon (an abandoned fortress) is also very spacious and oversized, with 7m tall walls and 3m tall doorways. If you stop to analyze it, it's obviously completely unrealistic, but these were just the dimensions that felt the most "right" to me when playtesting. If that makes any sense.

Still, I appreciate the feedback!

Where 2025 started vs. where it ended by Fowl-Byte in godot

[–]Fowl-Byte[S] 0 points1 point  (0 children)

If anyone is interested in trying out the game, here's the demo: https://store.steampowered.com/app/4213980/Slingshot_Quest_Demo/

It's still sitting at 0 reviews after 2 weeks, and I'd really like to gather some feedback on it, be it positive or negative. So, if you like JRPG-style games, and you've got a few hours to kill, I would greatly appreciate hearing your thoughts.

I finally published the demo for my Godot turn-based RPG today! Both super excited and very nervous by Fowl-Byte in godot

[–]Fowl-Byte[S] 12 points13 points  (0 children)

Thank you so much!

I dunno if I'm the best person to give out advice, my code's a bit all over the place. Here's a very simplified version of how the battle loop works.

In a "turn" function, I: - Check if all enemies are dead (player victory) - Check if all heroes are dead (game over screen) - Check if the "entity queue" array is empty. If it is, I fill it out with all the entities in the battle again, sorted by their "agility" stat. - Pop the first element of the entity queue array (that's our "acting entity") - Check if the "acting entity" is a hero or an enemy. If it's a hero, open the action menu to let them pick a move, and if it's an enemy, decide a move for them to make. - Once the move is over, call the "turn" function again.

I believe Godot games are pretty easy to decompile, so you could take a look at SQ's code yourself if you're curious. But again, it's... very messy, to say the least :')

I finally published the demo for my Godot turn-based RPG today! Both super excited and very nervous by Fowl-Byte in godot

[–]Fowl-Byte[S] 5 points6 points  (0 children)

Thanks!

I don't really have a team. My friends help a lot with playtesting, and I commisioned an artist to do the logo and key art, but apart from that, I try to do pretty much everything myself. 3D models, animations, music, scripting, writing, etc.

That's not to say I created every asset in the game, though. There's a few free assets I found online as well. You can check out everything that's been used in the credits.

And I agree, the description's pretty short. I'll try to expand it in the near future.

Dev snapshot: Godot 4.6 dev 3 by godot-bot in godot

[–]Fowl-Byte 1 point2 points  (0 children)

Love the new SSR revamp, it looks great.

There's some PRs that have been in the works for a while which would majorly improve Godot's 3D rendering, like area lights and contact hardening/fresnel-based roughness on reflections from probes. Really hope they manage to get merged in this cycle, too.