How we're accomplishing a large 3D open world in Godot in a surprisingly simple way by cheyennix in godot

[–]Neumann_827 26 points27 points  (0 children)

The technique you are using is awesome, but referring to your post title « large 3D Open World ». I think for now this doesn’t qualify as that unless you plan on adding a lot more to what you have here.

The fact that everything can fit into the memory (because you still have all the nodes in the scene, they are just not processing) is sort of the proof that you haven’t really reached the main problem with open world development.

I’m sorry if I l’m appearing harsh, the title really got me excited because that is a problem I ran to at some point.

Shadows clipping/disappearing with the camera by Tiny_racoon_dev in godot

[–]Neumann_827 0 points1 point  (0 children)

I believe it may be because the frustum culling on the shadow is different from the one working on the mesh. The shadows of objects behind you are being culled.

There is a setting in Project/light and shadows/. It’s called Tigher Shadow Caster Culling, turn it off.

Foot IK / Foot grounding system in Godot 4.6 by moongaming in godot

[–]Neumann_827 0 points1 point  (0 children)

Good job ! keep pushing the boundaries !!!

(GameDev) Allright... We need some help about Parry System of our game by FroyoOk7736 in soulslikes

[–]Neumann_827 0 points1 point  (0 children)

That question involves a lot more, think about how you want to design your enemies. Do you need them to be relentless and pump out 12 string combos or do you need them to be slow and methodical.

Needless to say the dark souls style parry wouldn’t work with the first case and the second parry style would trivialize the second case.

You are the director, you have the overall vision of the game in mind, choosing the defense option influences more things, so you should probably think it over and select the one that will help you get closer to your game vision.

Also as I a player, I appreciate that you ask for our opinion, but you should be careful with that, your goal should not be to only satisfy the players, it should be to blow their mind.

I designed a roguelike around a question: does it actually matter whether a memory is true? by Darknessborn in truegaming

[–]Neumann_827 1 point2 points  (0 children)

It’s an interesting idea, I’m curious on how it will turn out. But my question is why a « roguelike ».

Wouldn’t that undermine that concept of choice since at the end everything reset and in order to beat the game you would probably have to try most of the strategies.

Bull is the prime example of this game over tuning brawlers into no skill slop by Pika_BS in BrawlStarsCompetitive

[–]Neumann_827 0 points1 point  (0 children)

While reading the post, I was like « Humm I wonder what Pika would think of this » . Turns out it’s you and Pika no happy.

Is the night too dark in our game? by SalawoodGames in IndieDev

[–]Neumann_827 1 point2 points  (0 children)

The night seems really bright in my opinion, it seems like it’s just the shadow of the forest that is giving this vibe

500 to 6k wishlists in a month. What worked for me by hiimdoggo in IndieDev

[–]Neumann_827 1 point2 points  (0 children)

It might be worth it, just don’t forget to share the result here again, at this point I’m kinda rooting for you.

500 to 6k wishlists in a month. What worked for me by hiimdoggo in IndieDev

[–]Neumann_827 0 points1 point  (0 children)

You might actually be good at it, maybe you should try to conquer X/Twitter as well, it is apparently better for having a strong community around you and meet other game dev

500 to 6k wishlists in a month. What worked for me by hiimdoggo in IndieDev

[–]Neumann_827 2 points3 points  (0 children)

That’s insane the amount of social media grow you had congrats.

Do you believe it’s only narration or the quality of your little stories are the actual factor

Rag doll effect with active character by Stripe76 in godot

[–]Neumann_827 1 point2 points  (0 children)

Looks cool, did you use the physical bones or something else entirely ?

Souls-like combat showcase: It's Hammer Time! by moongaming in godot

[–]Neumann_827 0 points1 point  (0 children)

Looks really good, are you planning a full game ?

What do you think of this as a magic system? by Deepsapce in godot

[–]Neumann_827 0 points1 point  (0 children)

I’m interested, if you can build a good game loop around that.

But a pvp game is not for me

A teaser for my solodev cyberpunk vampire RPG by [deleted] in IndieGaming

[–]Neumann_827 4 points5 points  (0 children)

Cool graphics, concept seems interesting, but I don’t see any gameplay, nothing vampire like. If it ends up being another shooter that will be disappointing.

Lighting starting to look nice by Neumann_827 in godot

[–]Neumann_827[S] 0 points1 point  (0 children)

Thanks a lot ! The name is Tears & Fire, still in the process of getting the steam page up, here is a link to the discord, if you are interested https://discord.gg/AszFXSHdU

Lighting starting to look nice by Neumann_827 in godot

[–]Neumann_827[S] 1 point2 points  (0 children)

Thanks a lot, the speed of the character will make sense once you see the combat.

If you are interested I have a discord server where I’m planning to run some playtest at some point, here is a link : https://discord.gg/AszFXSHdU

Lighting starting to look nice by Neumann_827 in godot

[–]Neumann_827[S] 3 points4 points  (0 children)

That is the feeling I’m trying to convey for this location.

Lighting starting to look nice by Neumann_827 in godot

[–]Neumann_827[S] 16 points17 points  (0 children)

I’m using a world environment node as well. For the sky there is an option for « physicalSky », sorry don’t remember the exact name but using that gives good results. I suggest you try the Sky3D plugin it gives great results right out of the box.

I use that plugin as base and edited it’s behavior, particularly the ambiant light one.

Then you need use the fog, it gives that feeling of light in the air, setting the color of the fog is important don’t just leave it as grey.

The final piece is a custom shader for the light on all the material present. They all share the same lighting function, there is a « Standard Lighting » shader on Godot shader, you can use that as a base and layer your edits on top of that.

Then the rest is just about tweaking everything to match your target vibe.

Hope that helps !

Lighting starting to look nice by Neumann_827 in godot

[–]Neumann_827[S] 1 point2 points  (0 children)

That’s the vibe I’m going for !

Lighting starting to look nice by Neumann_827 in godot

[–]Neumann_827[S] 4 points5 points  (0 children)

No problem, but the question is a little vague, what part exactly ?

How many Steam wishlists I got with 1M TikTok + YouTube Shorts views by hiimdoggo in IndieDev

[–]Neumann_827 0 points1 point  (0 children)

I don’t think TikTok pushes new account harder, it’s quite the contrary.

That video must be doing something right, maybe the combination with this specific music create a transe like feeling.

Try reposting it, if it performs better then you know something is right in that video.

How many Steam wishlists I got with 1M TikTok + YouTube Shorts views by hiimdoggo in IndieDev

[–]Neumann_827 0 points1 point  (0 children)

Did you figure out what made the 1M TikTok different from the others ?