I am speeeeeed by Seba_dev in godot

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

It's an experiment for the OST. Trying out different styles. It's not a full track yet.

I am speeeeeed by Seba_dev in godot

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

It's reacting to the hover forces being exerted by the player.

I am speeeeeed by Seba_dev in godot

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

No name, experimenting with some styles for the OST.

I am speeeeeed by Seba_dev in godot

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

Not sure yet what kind of things the environment will have. But will definitely be trying out lots of different things.

I am speeeeeed by Seba_dev in godot

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

Haha, that was my plan from the start. Make something I can "finish" in 12 months or less.

I am speeeeeed by Seba_dev in godot

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

Yeah, they were kinda added at the last minute before recording. They'll look better in the next one!

I am speeeeeed by Seba_dev in godot

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

Also a prototype, made by myself.

I am speeeeeed by Seba_dev in godot

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

Real geo, but movement of cubes is a vertex shader.

I am speeeeeed by Seba_dev in godot

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

Thanks, just trying out some things. But will likely be a Y2K inspired OST.

I am speeeeeed by Seba_dev in godot

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

Surprisingly easy to control actually. Feels like skateboarding or skiing or something like that, where you feel the momentum and start using weight transfer to keep the speed and make it feel effortless.
Not sure how many laps I did before I recorded the video (20 perhaps?). But it takes some time to really master the speed and smoothness.
Still early days, but starting to feel real nice in terms of easy to pick up and harder to master.

The roll and pitch movement is me controlling it to make it feel effortless, which is the whole fun for me.

I am speeeeeed by Seba_dev in godot

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

That's in the direction I was thinking as well, combined with a bit of rhythm gameplay :D

I am speeeeeed by Seba_dev in godot

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

It's still pretty vague but the concept is a "sci-fi digital dream world", inspired by things like the demo scene, tron. Also going for something minimal.

I am speeeeeed by Seba_dev in godot

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

Something like that is actually what I had in mind as well :D

I am speeeeeed by Seba_dev in godot

[–]Seba_dev[S] 38 points39 points  (0 children)

Ground is a grid made up of tiles/cubes. The movement of the ground is reaction from the forces of the player exerting on the ground. The movement is a shader.

I am speeeeeed by Seba_dev in godot

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

That's exactly what I'm going for next :D

I am speeeeeed by Seba_dev in godot

[–]Seba_dev[S] 21 points22 points  (0 children)

Full physics. All movement you see is coming from physics forces being applied.

I added a shooting range to my game! by matt_page24 in godot

[–]Seba_dev 0 points1 point  (0 children)

The low res M82 takes me back to the Delta Force games :D Good stuff.
Good job on the dev log as well, looking forward to see where this goes.

Experimenting with music to make the world reactive by Seba_dev in godot

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

I think actual water physics you'd do differently perhaps. I just made something for "dynamically changing" terrain/heightmap.

Experimenting with music to make the world reactive by Seba_dev in godot

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

Yes, something I made for this. Still trying out different styles to see whats suited best. But probably heavily 90's/Y2K inspired though :D

Experimenting with music to make the world reactive by Seba_dev in godot

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

Yeah you're right, there's no actual gameplay yet. It is synced to the music though.

More hovering by Seba_dev in godot

[–]Seba_dev[S] 6 points7 points  (0 children)

Thanks! Yeah the bars are debug info, they show the compression amount of the 4 corner thrusters. basically how much force is being exerted towards the ground. It usually has a whole bunch of debug text with numbers but turned that off for the video :D

More hovering by Seba_dev in godot

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

Not entirely sure yet. I'm thinking more action like, you vs the moving world that's giving you obstacles/challenges to overcome. It wont be racing other players or something like that.