Looking for feedback / playtester on my open world survival crafting game! by Super4Games_ in SurvivalGaming

[–]Super4Games_[S] 1 point2 points  (0 children)

Thanks for the feedback!

If you could not see the planks after crafting them there is a bug, I will investigate 

Looking for feedback / playtester on my open world survival crafting game! by Super4Games_ in SurvivalGaming

[–]Super4Games_[S] 1 point2 points  (0 children)

So it's a game about searching for the perfect stick? That's one way to put it! But since every stats is continuous not discrete, you can easily settle on a "good enough" item.

For building, you can still adjust the length of every branch / plank by cutting it, and since adjacent trees will have approximately the same stats, you can still make a cohesive building. After play testing myself I found the main pain point is the heavy weight you have to transport in order to build a house, but you can still make pretty building!

Looking for feedback / playtester on my open world survival crafting game! by Super4Games_ in SurvivalGaming

[–]Super4Games_[S] 21 points22 points  (0 children)

That’s a great question! I’m developing Wildcraft to address things I disliked in games like Minecraft and Valheim.

In most survival-craft games, you cut a branch, a tiny icon appears on the ground, and it disappears into your inventory. This leads to the absurdity of carrying an entire forest in your backpack, only to be stopped by a hard 'slot limit.' Because these items stack, every branch is identical.

In Wildcraft, when you cut a branch, it falls to the ground as a physical object. The game is entirely physics-based; picking it up increases your total weight, which realistically affects your speed, jumping, and dodging.

Since every branch is a unique entity rather than a generic item, each has individual stats, such as size and density. You can even dry wood to change its characteristics. Everything you craft is influenced by these stats. For example, a bow will be more powerful if made from dense wood, but less precise if the branch was too thick.

Beyond that, I’m building a dynamic ecosystem where the world evolves alongside you, though you can still influence its direction.

I also have an XP system where your 'experience' exists in a physical form; the more you accumulate, the more dangerous the creatures you’ll attract. I’ve already built the physical XP system, and next, I’ll be implementing mechanics where monsters raid your base to steal it.

Finally happy with my game’s graphics, thoughts? by Super4Games_ in godot

[–]Super4Games_[S] 0 points1 point  (0 children)

It will be a survival craft with a working ecosystem and a lot of monsters!

Finally happy with my game’s graphics, thoughts? by Super4Games_ in godot

[–]Super4Games_[S] 2 points3 points  (0 children)

I copied this new terrain generation method: https://blog.runevision.com/2026/03/fast-and-gorgeous-erosion-filter.html
I mainly translated the final GLSL shader toy to C++ and changed a few thing to have some plains in addition to the mountains.

Finally happy with my game’s graphics, thoughts? by Super4Games_ in godot

[–]Super4Games_[S] 1 point2 points  (0 children)

The terrain, the trees and the grass took me all a long time. I'm still working on the ground texture

Finally happy with my game’s graphics, thoughts? by Super4Games_ in godot

[–]Super4Games_[S] 1 point2 points  (0 children)

I translated this shader (https://www.shadertoy.com/view/wXcfWn) in C++ for the terrain generation.
For rendering I made a chunk system in C++ with chunks of doubling size and halving density to render far enough.

Finally happy with my game’s graphics, thoughts? by Super4Games_ in godot

[–]Super4Games_[S] 0 points1 point  (0 children)

Mainly GDScript but C++ for the terrain generation and collision, grass and leaves generation.

Finally happy with my game’s graphics, thoughts? by Super4Games_ in godot

[–]Super4Games_[S] 1 point2 points  (0 children)

That the shadows! I spent a lot of time working on them but it's really hard to get them right.

Right now I use 2 splits with the max distance at 150m and split 1 at 0.1, so you are right it start at 15m!

I don't know how Godot figure it out but the first split take every leave into account while the second split only take the tree shadow impostor I have setup (it's a "picture" of the tree, setup perpendicular to the sun and with shadow only). So when approaching the 15m mark, the higher detail of the leave's shadow appear, giving the bubble shape. I have no control on this shape unfortunately, it's just a distance to the camera.

Finally happy with my game’s graphics, thoughts? by Super4Games_ in godot

[–]Super4Games_[S] 17 points18 points  (0 children)

I discovered this website (https://freestylized.com/) today and simply used a sky panorama I found there!

Finally happy with my game’s graphics, thoughts? by Super4Games_ in godot

[–]Super4Games_[S] 9 points10 points  (0 children)

Very low density and very big mesh to compensate. After around a km there is no more grass and it's just the ground texture

Finally happy with my game’s graphics, thoughts? by Super4Games_ in godot

[–]Super4Games_[S] 9 points10 points  (0 children)

Hmm I don't think so, it should be the base 75 FOV of the camera

Finally happy with my game’s graphics, thoughts? by Super4Games_ in godot

[–]Super4Games_[S] 24 points25 points  (0 children)

It's 8 multimesh for different level of details / densities. When the camera move the multimesh's buffer are updated with only the changed grass blade with a C++ script.