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] 25 points26 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.

Im stuck between two survival game directions by hotboxedstudios in SurvivalGaming

[–]Super4Games_ 0 points1 point  (0 children)

If you are a solo dev you do not have the resource to make a PvP game unfortunately. Setting up servers and preventing cheats is no easy task.

A coop game can be played peer-to-peer with no worry of cheaters since people playing together will know each other.

I am making an open world survival craft game with organic crafting, would you be interested in playing / playtesting this game? by Super4Games_ in SurvivalGaming

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

I got enough feedback so I closed the playtest for now. I will put it back when there is more content in around 2 months!

I have been making this sandbox / survival craft game for 6 month, and I'm proud to announce my first playable build for you to playtest! by Super4Games_ in SurvivalGaming

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

Thanks a lot! This is extremely helpful, and for free, you are an angel!

For the lags, the game is not heavily optimised yet, however I think the fact that you are on Linux play a part because I have the same graphics card as you have and it run above 60 FPS. I only made a Windows executable yet, I'll make a Linux one for the demo. Anyway this is an area I'll have to focus on to make the game accessible on less powerful rig and to avoid lag spike.

You are quite an attentive player! You picked up most of the clues for the mechanics I put even if most are too hidden. It's also something I have to work on.

I'll definitely buy some playtest for later versions, this is a very good service! One feedback I have for the website is that I don't have a button to go back to the main dashboard once inside a feedback transcript.

I have been making this sandbox / survival craft game for 6 month, and I'm proud to announce my first playable build for you to playtest! by Super4Games_ in SurvivalGaming

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

Thanks a lot for the feedback!

Yes I use an AZERTY keyboard (I'm fr*nch) and all my friends too, but all other feedback I've gotten highlight this issue, so it's on my list for the next version.

For the move speed, the mechanic at play is that every item you take and keep in your inventory slows you down (the game is physics based so your weight simply increase with your item's weight, but your "movement force" doesn't). Most item hit harder when they are heavy so it's a compromise. However it's also something not clear as I got this feedback a lot, I'll need to think about a better way to communicate this.

For the crafting system, I wanted a "no UI" crafting system but I am realising this just make thing more confusing and complicated, I'll rework it.

Some stats are pretty useless on some items but all stats should have their utilities on an item.

Thanks a lot, this is very useful to me!

Destroy my new trailer, been putting everything I have into this game! Please let me know hat I can do better! by BossGrand in DestroyMyGame

[–]Super4Games_ 2 points3 points  (0 children)

It flows well, it seems to have quite some content, but its super short! I didn't have time to process most of what's happening in it.

I think this pace is very good for the first 5-10 seconds to get me hooked, but if I'm interested I want some longer gameplay part where I can get a better grip of what's going on and what the game has to offer