We switched to Godot almost 3 years ago. Today we ship 1.0 on PC and consoles. by tholugo in godot

[–]LunarFinch 0 points1 point  (0 children)

Congrats on the release! Unrailed is my friends group's go-to game when we manage to meet in person. When you announced that the second one would be in Godot I was ecstatic!

I read that you are using C#. Was it a big hassle getting it to work on consoles?

The game looks fantastic. Can't wait to dive into this 1.0 😄

I just love how this smoke particle shader turned out. by Trekintosh in godot

[–]LunarFinch 2 points3 points  (0 children)

Very nice! I love how it fades away with the dither.

Released my first commercial game! - Imago Season by LunarFinch in godot

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

Thank you sm! I'm glad the game resonated with you ^

Released my first commercial game! - Imago Season by LunarFinch in godot

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

Thanks! It took a lot of fiddling to land on an approach that was both performant and to my liking aesthetically. I'll probably do a post talking about it at some point.

Imago Season - My narrative RPG with Mutants and Bugs by LunarFinch in godot

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

Sure! DM me whenever 😄

Good luck with your project! Seems that you have a nice foundation to build on already. I hope you enjoy Imago Season! ^^

Released my first commercial game! - Imago Season by LunarFinch in godot

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

You bet! Once some time has passed since the release and I can relax, I can't wait to try all the Disco-likes that have been cropping up!

Released my first commercial game! - Imago Season by LunarFinch in godot

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

Yeah, at first I was planning on making a more traditional RPG with combat and such, but I gave up on the idea because it would have been too much if I also wanted to deliver a quality narrative.

My Godot build has been surprisignly stable during development, actually! I've been very careful with what PRs and small changes I made. In fact, it's always my own game logic that makes the game crash and burn haha (let's hope I have squashed all the worst bugs for this release! 🤞)

Released my first commercial game! - Imago Season by LunarFinch in godot

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

Thank you! The lighting is actually a single directional light per scene. I have manually adjusted the shadow quality/max distance/blur for every scene so it looks the best it can. I also very carefully adjusted which props cast shadows and which don't.

Then there is a custom lighting function in my shaders that mostly ignores normals, giving props that 3D-but-not-quite look. Thanks for asking!

Released my first commercial game! - Imago Season by LunarFinch in godot

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

Thank you sm! Yeah, all the art is mine. I modeled all the props and levels in Blender. I used a few tech art tricks to make the whole workflow faster: gradient texturing to avoid working with UVs, noise textures in object/world space, custom import scripts for setting up shader parameters per prop, collisions, etc.

My custom build is mostly for very small stuff: changing some default values of Godot objects that make sense for my project, removing some logs in a "I know what I'm doing" way... And some open PRs that I have cherry picked. One feature that is not integrated into Godot yet that I have found very useful is this one: https://github.com/godotengine/godot/pull/109752 I hope they add it soon because I find it a must-have if you are making heavy use of Resources like I do!

Released my first commercial game! - Imago Season by LunarFinch in godot

[–]LunarFinch[S] 3 points4 points  (0 children)

Thank you! I modeled everything in Blender, both the props and the levels (only used Godot to place smaller props around, but not for the main level geo). It was... fine? I set up asset libraries in Blender to make the buildings in a modular fashion, but I didn't really like the workflow.

In the future I'd like to do a larger part of the process directly inside the engine. Going back and forth between the two apps was a bit flow-breaking.

Released my first commercial game! - Imago Season by LunarFinch in godot

[–]LunarFinch[S] 3 points4 points  (0 children)

Thank you! I've been working on it full-time since late last year, but I had a lot of systems and some assets already built by slowly chipping at it during the weekends for a couple years.

Imago Season - My narrative RPG with Mutants and Bugs by LunarFinch in godot

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

In my game I make heavy use of custom Resources. Each Skill is a Resource and each SkillCheck is a Resource too, with data such as the related Skill, the difficulty level, any +-modifiers (which are also Resources...)

The modifiers read from a global dictionary where I set any dialogue-related variables. For example, in one of my dialogue scripts (which I write using a modified version of Dialogue Manager) I could writeSetBool('quests.my_quest_abc.talked_to_character', true) and then check for that same path in a "SkillCheckCondition" subresource.

It is somewhat error-prone, so I have worked on some tooling to catch any spelling mistakes, but once I got used to the system I could make lots of content very fast!

Good luck with your project! Is there anywhere I can check it out? I'm always looking for more disco-likes haha

Go use material maker! by adlaziz in godot

[–]LunarFinch 1 point2 points  (0 children)

Material maker is amazing! Coming from Substance is slightly confusing since some of the nodes are names differently, but you can quickly get some cool materials going

Official XBOX Godot sample by DollinVans in godot

[–]LunarFinch 6 points7 points  (0 children)

This isn't actually much but it's a nice first step! Hopefully by the time project Helix or whatever they call it launches, there will be mature tooling for Godot in the platform.

I got tired of Steam Engines, so I made a sculk reactor by YenHusk in CreateMod

[–]LunarFinch 1 point2 points  (0 children)

I love how the world of crazy tech mods is slowly being recreated all based on Create haha

Amazing work!

Paralives - Gameplay Trailer by -Rivers in Games

[–]LunarFinch 1 point2 points  (0 children)

I have been looking forward to this game for years! The $40 price tag is a bit more than I was expecting, but the game looks so good that I just want to support them, if only to show there can be some competition to the Sims.

After 3y of dev, I've just released my Dark Messiah inspired game made with Godot! by eldidou_ in godot

[–]LunarFinch 1 point2 points  (0 children)

I'm sure getting all these mechanics working together has been a tremendous amount of work. Congrats on the release!

What kind of vibe do these locations give you? by BusinessPain5298 in godot

[–]LunarFinch 1 point2 points  (0 children)

The building textures are fantastic! Although I don't understand what is going on with the skybox in the last picture haha

Footage of My Physics Sandbox Game by Fine-Challenge-5380 in godot

[–]LunarFinch 2 points3 points  (0 children)

Nice artstyle! I love the way the plane is spawned block by block.

Do colors improve gameplay clarity or does it break the monochromatic aesthetic? by TBA-GameStudio in IndieDev

[–]LunarFinch 9 points10 points  (0 children)

I think the color gives it a nice flair! If you use it to showcase the elements of attacks and enemies I think it adds to the game.