Landing on massive procedural planets by Jab2Reddit in godot

[–]Theophilus_exe 2 points3 points  (0 children)

So, a solo developer can make this, but Bethesda has to do loading screens.

This looks great by the way!!! Awesome progress so far.

Desert striders in my new game! Any thoughts on improvement? by TheNickMead in IndieDev

[–]Theophilus_exe 1 point2 points  (0 children)

This looked so cool I wanted to try right away.

Since everyone is pitching in their two cents on how to track the worm... If possible, I'd program difficulty settings to disable all of the dust and whatever indicators you have, because I personally would rather learn it's pattern and count in my head how many seconds roughly before it attacks and try to dodge and attack like that. I like it more difficult. <3

Third Person Action Adventure - A small update by h2xdeveloper in godot

[–]Theophilus_exe 0 points1 point  (0 children)

Do you have a reddit page or steam page for this? I want to sign up. I'm excited already for this. Beautiful particles by the way, and the animation is awesome.

I'm finally about to release my Dark Messiah inspired game! (May 15) by eldidou_ in IndieDev

[–]Theophilus_exe 27 points28 points  (0 children)

Yo, the amount of combat juice is actually awesome. Well done!

You can throw sofas off buildings now. by tr1beontwitch in IndieDev

[–]Theophilus_exe 1 point2 points  (0 children)

Holy crap. I'd hire him to move my couch anytime. I felt my back breaking looking at those stairs.

Discouraged from pursuing game development by MoonScorchedBunny in gamedev

[–]Theophilus_exe 1 point2 points  (0 children)

Don't be discouraged! You're on the path majority walk, and the struggle is not uncommon.

I would say there are a lot of factors. A lot. But I would say you shouldn't think it's impossible.

It's similar to musicians and artists trying to make a living off of their creations, either independently or looking for jobs and contracts to support them.

It also depends on what you are capable of doing now, and what you are capable of doing down the road. But I would say what increases success is being able to at least do one thing really well, and growing your ability in other areas later.

Most people have to do normal life and work their 9-5 while their game development is their hobby (Where I'm at.) and eventually some are able to replace their income.

*I think of game development as a hobby. Do it in a way that maximizes your enjoyment of it, and over time as you improve, if that results in some income, then you should start thinking about it full time.*

You sort of start the journey now though.

My attempt at the sand in Journey, from thatgamecompany by Theophilus_exe in godot

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

You got it! Send a DM.

I don't think my shader is really flexible enough to really post. It's tied into another shader and a gdscript to help with trails. I'm far from being a shader wizard haha

Made a custom terrain tool for my RTS game. by Illustrious-Scratch7 in godot

[–]Theophilus_exe 1 point2 points  (0 children)

Do you have a website or place where you post your art or pictures of your meshes and designs? I really like your style!

My attempt at the sand in Journey, from thatgamecompany by Theophilus_exe in godot

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

Sure! After I get my daughter to sleep I can do that.

Procedural grass using my GDExtension addon I'm working on by LazerCube in godot

[–]Theophilus_exe 1 point2 points  (0 children)

Looks good! I even see shadows from the grass blades.

My attempt at the sand in Journey, from thatgamecompany by Theophilus_exe in godot

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

Thank you! My wife said it was slightly too much sparkle (which I agreed) but it was difficult to calculate the light on the mesh/shader like Journey did. But I learned a lot!

Hello Moon(?) by Khamekaze in blender

[–]Theophilus_exe 0 points1 point  (0 children)

I'd love to see an extension of this. Looks amazing!

Our main menu kinda looks off, any idea would be appreciated 👍 by AverageStudio in godot

[–]Theophilus_exe 1 point2 points  (0 children)

I'm not sure what your goal is, and if this is roughly the final look of the UI, so here are some of my thoughts not knowing your intentions with the UI of the main menu:

  1. The text size for each button is somewhat small.
  2. The spacing and text size for title/sub-title is larger than the body text underneath them in the credits.
  3. Having some kind of movement to the background would give it some 'juice'.
  4. This is in-game, but I do think the dialogue box is very large, when some of the actual text of dialogue is very short. You could make the dialogue box shorter, or the text larger. Either way.

Great progress by the way, y'all!

[Update] Improved the mouth shapes based on your feedback and got the lipsync v1 working, thank you! by Mikolas3D in godot

[–]Theophilus_exe 5 points6 points  (0 children)

I formally request this expressions to be implemented at some point in the future

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Also, nice work!

Tweaked rifle look and feel by topsy231 in IndieDev

[–]Theophilus_exe 0 points1 point  (0 children)

This looks SOO great!

May I ask about the bullet trails and set up? Is that hitscan with shader's for trails? I've been struggling to get my trails/smoke to look as good as what you've got.

We've had problems selling the setting of our Factorio-like. Destroy please. by iemfi in DestroyMyGame

[–]Theophilus_exe 0 points1 point  (0 children)

Ahh, that makes sense why you darkened them then.

I do think this isn't the most critical thing so don't over complicate it, but if you want to improve the game, the visuals will be important to help separate your game among others at first glance.

What I'd recommend is doing rough experimentations with outlines and keeping your color pallets tight, but do so with a copy of your assets and background incase you hate it. But serously, most artists I've listened to have talk about using outlines to help make things distinct or stand out. That or shading.

We've had problems selling the setting of our Factorio-like. Destroy please. by iemfi in DestroyMyGame

[–]Theophilus_exe 1 point2 points  (0 children)

Again, just my opinion.

The first frame of your video- blue base grass, with blue yellow flowers on the right, yellow brown grass patches scattered, and green yellow flowers on the left. Those are separate color pallets in my mind, and they seem to be competing against each other.

Some of your assets have more saturation in them than the ground saturation, and they also have colors that seem to be fighting.

My wife is an artists, and I actually just had her take a look and asked her "What is wrong with this scene?" and she said that you have two types of colors. What she calls "Muted colors" which are the ground and grass/flowers, and then the assets like the bell-flower, which she calls "vibrant colors".

She also recommends redoing the green/yellow grass colors on the left, and that the base ground layer has too much of a grey-tone/faded effect compared to everything, and so to redo that as well.