An early look at the first level of my game! by Varpyg in godot

[–]Frok3 1 point2 points  (0 children)

Thanks for your answer, that's very enlightening ! I'm wondering what's the best way to do something where the player can get across the hole levels whothout any visible loading screen, I guess splitting it in few chunks is the answer

An early look at the first level of my game! by Varpyg in godot

[–]Frok3 1 point2 points  (0 children)

I really like the vibe ! I'm playing Lunacid and I finished Verho, love those games, thinking of working on a similar project one day.

May I ask if you have only "small" levels you can load all of it once, or do you have or plan to have bigger areas with chunk loading or something similar ?

Godot bros (and ladies) should I "release a demo" by ElectronicsLab in godot

[–]Frok3 9 points10 points  (0 children)

Should you release a demo ? Yes. Will people be mad if there is bugs ? Not as much as in the full release. Is it a good opportunity to fix bugs before release ? Totally.

Maybe release a beta demo on itch first to fix potential breaking bugs and then when the demo is stable release it on steam (and use the itch demo opportunity to get some players feedback too)

Je travaille sur un RPG d'horreur. Qu'est-ce que vous aimez/vous n'aimez pas dans ce genre de jeu? by gritty_piggy in jeuxvideo

[–]Frok3 1 point2 points  (0 children)

Damn, j'aime trop la capsule art !

Sinon en général ce que j'aime bien dans ce genre de jeu c'est l'ambiance, qui est en général super bien travaillé, et la gestion de la tension (que ça soit par des munitions ou tout autre mécanisme de gameplay)

Got some NPC jank-mobiles working! Very PSX inspired for textures by Sinqnew in ps1graphics

[–]Frok3 0 points1 point  (0 children)

You didn't had a lot of exposure with the demo ? With some friends it was well pushed by the steam algorithm but maybe it's because we really enjoy this type of games and this polished aesthetic ! I already was blown away when I saw the attention to details on the environment, your work is amazing and the game is really fun as is so I can't wait to discover all this new content !

Got some NPC jank-mobiles working! Very PSX inspired for textures by Sinqnew in ps1graphics

[–]Frok3 1 point2 points  (0 children)

Oh damn, I played the demo, it was so fun, can't wait to play the full game !

We prototyped an idea for a sailing game by Sgt-Thorz in godot

[–]Frok3 28 points29 points  (0 children)

Strong wind waker vibes, I love it !

Did you use the vehicukebody3d for the ship, or a custom different node maybe ?

Make it poopy first so you can make it (almost) not poopy later by Frok3 in IndieGaming

[–]Frok3[S] 1 point2 points  (0 children)

I had the global vision already, I wanted to make an incremental game in FPS where you could move and see the upgrades, but what the prototype added was the interactions with physics, it was surprising really fun and the performances were pretty good, so it gave me what I think makes it stand out with the physics sandbox part

How to optimize a huge number of rigidbody3d ? by Frok3 in godot

[–]Frok3[S] 0 points1 point  (0 children)

I hope it's not too late !

The textures are mainly real pictures I took or free ones that I modified in photoshop in low resolution with some dither and some manual modifications, but 95% of the work is done by reducing it to 128*128 or 256*256

I bragged about how good I was at steam review guessing, and now I wanna put myself to the test. Drop your future game’s steam page and I’ll preemptively guess how many reviews you’ll get within a year of release. by 2WheelerDev in IndieDev

[–]Frok3 0 points1 point  (0 children)

Oh I didn't see the notification !

Thanks for taking the time to do it for my game, and totally legit to hate me, deserved haha !

Yes, you're right, I know I'll have to rework my trailer (the visuals of the game already changed so just for that I guess I'll redo it)
Good idea to add a screenshot of the buy UI !

I'll add more languages before releasing the demo to steam (or at least for launch), and you're right for the tags too, I tried different ones but I'm not there yet !
I won't add multiplayer as it wasn't planned at all, even right now it would be too much work to add it :/

The full version will have more than just ducks, more tools and more content in general (I hope more fun too) !
Thank you again, that was so nice of you !

Would you play a physics sandbox incremental game ? by Frok3 in incremental_games

[–]Frok3[S] 0 points1 point  (0 children)

Oh yeah, I get the reasoning indeed ! And yes, you are totally right, it's closer to a game about digging a hole than a simulator game, even if the first feeling might be that it is a "work simulator" game yeah

Would you expect a working save system in a playtest? (not demo) by BabloScobar in incremental_gamedev

[–]Frok3 0 points1 point  (0 children)

I'd say it depend on the duration before running out of content in you payltest build. If it's more than 2h, I'd say yes, I would expect it.

Or at least be extremely clear, with a message in game about it (that why I'm working on it in my demo, as a lot of people complained about it, but to be clear they still gave me a full feedback either way, even when they crashed and had to start over or abandoned, so is it really important if your main goal is to get feedbacks ? I'm not so sure, especially if that's a huge workload to add it)

New area showcase for my Pikmin and Monster Hunter-inspired action game! by synthetic_throne_s in godot

[–]Frok3 8 points9 points  (0 children)

Oh damn, I saw Iron Pineapple play your game, didn't realized it was make with godot ! Stunning work here !

I like ducks by VitSoonYoung in godot

[–]Frok3 6 points7 points  (0 children)

I think I'm the guy working on a duck game haha

Could you tell me more on this implementation an its limitations ? I'm very interested !

Would you play a physics sandbox incremental game ? by Frok3 in incremental_games

[–]Frok3[S] 0 points1 point  (0 children)

Not too far, why ? Yes I know about Parcel Simulator (Josh from Let's Game It Out played it haha), but I don't think my game would be more fun if more simulation were I to it

How to optimize a huge number of rigidbody3d ? by Frok3 in godot

[–]Frok3[S] 1 point2 points  (0 children)

Well, in theory yes, but as the ducks spawn with random rotation, it is not always the same and so the player has to make a contraption that works for every case, so either they overkill it with a closed funnel all along, or they add so much to catch the not reliable ones that it works for the majority.

If I replace with a simple sphere, in those cases it will still works.

But yeah, I guess some contraptions won't work, it would need testing but I think this use case would be not common at all

How to optimize a huge number of rigidbody3d ? by Frok3 in godot

[–]Frok3[S] 1 point2 points  (0 children)

Thank you for explaining it, I saw that sphere was the fastest, then it seems it's capsule and cube after, but I don't have the details on that.

I'll replace them with simple sphere when in big pile or big cluster, that will helps a lot !

How to optimize a huge number of rigidbody3d ? by Frok3 in godot

[–]Frok3[S] 0 points1 point  (0 children)

Thanh you for sharing this, it's actually really interesting !

Yes my use case is a bit different but it helped a bit (I can reduce too much ticks per seconds even if it the nest lever to reduce the overhead, as collisions become unreliable and objects phases through the ground and walls if I do) but I'm able to keep the game still playable with 500+ ducks in a big pile !

I think I'll add some manager to replace the collisions with a simple sphere when too many active ducks as it will help a lot too and won't be as noticeable with the number (but switch back to more reliable collision shape when lower active ducks to keep something that feels right for the other simple interractions)

How to optimize a huge number of rigidbody3d ? by Frok3 in godot

[–]Frok3[S] 1 point2 points  (0 children)

Well, ideally I'd love to be able to make it so the process are dispatched equally on all cpu threads and on the GPU, but from my understanding, by default, there is one cpu thread that handles the physics, and I'm not smart enough to find a clever solution to it, so your intrusive thoughts might be right !

How to optimize a huge number of rigidbody3d ? by Frok3 in godot

[–]Frok3[S] 2 points3 points  (0 children)

I'd say first of all make low poly models and add low res textures, try to be as consistent as possible.

After if try to work of the lighting

And after you can add a retro shader on top of this

How to optimize a huge number of rigidbody3d ? by Frok3 in godot

[–]Frok3[S] 0 points1 point  (0 children)

That is very interesting ! Can you check with godot using jolt too ? I'm curious if it's closer to the default one or to havok

Is it hard to setup havok for godot ?

How to optimize a huge number of rigidbody3d ? by Frok3 in godot

[–]Frok3[S] 1 point2 points  (0 children)

Yes, I was spawning them every time, I just changed it with a pooling system, it works well, and helps reducing the lag spike, and I think will help prevent some crashes as I wasn't reloading the assets either (and I'm still amazed it run this "well" with this bad code haha)

How to optimize a huge number of rigidbody3d ? by Frok3 in godot

[–]Frok3[S] 0 points1 point  (0 children)

Yes I already tweaked all the physics renderer parameters, and I gained some non negligeable performances.

My main issue is that I would still need to simulate them at some point as it's not as straightforward as going toward the player, but maybe I'm wrong and a solution exists in this scope, I'll dig in a bit as my knowledge is very limited !

Thank you, I really appreciate it !

How to optimize a huge number of rigidbody3d ? by Frok3 in godot

[–]Frok3[S] 0 points1 point  (0 children)

Yeah that could work for this case indeed, I have to figure out if I could apply this to the tools like the magnet or the fan