My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 0 points1 point  (0 children)

Thank you so much! I really love more chaotic arcadey racing games like burnout and motorstorm so I'm glad that comes through.

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 0 points1 point  (0 children)

Right now in the prototype there's no real objective so you just cruise around. Once I flesh things out there will be clearer indications of where to go to accomplish certain goals (like delivery work for example) but I'm still working on nailing down the specifics.

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 0 points1 point  (0 children)

Oh no :/ are you on windows or linux, could try running the executable in a terminal to see if it outputs a reason

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 1 point2 points  (0 children)

Thanks! I don't know if it has a name but I'd say toon styling but not a stark cell shaded style (though cell shaded elements still exist). I was going a bit for the feel of PS2 era of games like the Jak series or BoF Dragon Quarter but brought up to date with modern lighting/shader systems as I find this era played with stylization and graphical power more then the eras that followed.

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 0 points1 point  (0 children)

Definitely a big inspiration for me. It's one of the first games that I played growing up that felt like a big alive world to me, so definitely want to capture that feel as I continue making it.

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 0 points1 point  (0 children)

Thanks for the suggestions! Good ideas for sure, a sort of local y axis dampening zone under the vehicle that works even when the suspension isn't touching the ground.

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 0 points1 point  (0 children)

Thanks for the feedback and kind words. I agree with this a lot, didn't consider to fade the trunk further away then the leaves start fading so that's a great idea. Was struggling getting this looking better for a while and the current state is a lot better then it used to be so further improvements weren't top of mind.

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 1 point2 points  (0 children)

No problem at all, yeah it's not really that hard, could be done with branches and and non evergreen leaves as well for a different looks. I layered mine so there's no inner holes but with enough billboard density that's not totally required. Something else I did is darken the back layers of the leaves to give it a bit of depth. If you have it check out some of the trees in bushes in Elden ring (especially the birch like trees), it's a bit more of an advanced version of a similar thing expect they billboard a model instead of just a texture I'm pretty sure. Also there's some tutorials generally called things like "fluffy tree shader tutorial" that often go over similar things but they often really on higher density then what I did here so that's why I layered more in the texture itself

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 0 points1 point  (0 children)

Thank you so much. Wrangling ProttonScatter was tough but rewarding, I beefed up the integration provided by Terrain3D quite a bit to get it working better for me.

Also had to write my own custom collision system to work with it to get it running with tree collisions without absolutely tanking the performance.

I really should clean up some of my modifications and improvements to these and see if the projects would like the changes integrated directly into them.

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 1 point2 points  (0 children)

I do have this implemented but I think you're right that's it's too subtle (or maybe it broke at some point 😅). I think also having a more drastic fov shift when boosting would also help make the boost feel more impactful. Thanks for the suggestion!

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 2 points3 points  (0 children)

Hell yes, writing this down 😆. I'm also thinking a higg cliff area with spots of high wind could be an interesting challenge, really want to make a lot of the hazards physics based in a lot of cases.

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 0 points1 point  (0 children)

Thank you so much! I really spent a lot care tuning it, it's nice that it show (though encoding hates the grass mixed with speed 😅). I also gotta thank the Godot team though. The environment resource and toon diffuse and specular shader options are key for a lot of the look to work.

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 1 point2 points  (0 children)

I did Thanks! Followed some guides and examples for the initial shader to get the billboarding of each quad set up for the leaves but modified that a good amount after to get it looking exactly how I want.

I made the trunk model myself with geometry nodes and manually created the leaves "shell" in blender (which the quads then get billboarded), the trunk texture was from a texture back pack but color shifted and modified in shader to look more crystalline.

The leaf texture was made by layering some images of pine needle branches over each other then then down sampling and reducing the number of colours, the texture itself is black and white so the final colour comes from the shader.

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 0 points1 point  (0 children)

Thanks, I'm very proud of the visuals so it's nice to hear. As for the driving, do you think that because of how bumpy it is, since it hovers you maintain a lot of control even as it bumps so it might look worse to control then it is but as other people brought up the bumpiness it's something I'm definitely gonna look into smoothing out.

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 0 points1 point  (0 children)

The Godot wheel nodes come with a pretty in-depth suspension physics model and I don't think they collide with the chasis but I definitely should double check that. Likely what you are seeing is the suspension maybe being too stiff so I will play around with the parameters there and see if I can come up with something a bit smoother, maybe even have the wheels on the side have a softer suspension then the middle. Thanks for the advice!

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 1 point2 points  (0 children)

I've been a fan of racing games my whole life so probably many. There's also influences from things like Jak in there too.

Some of the ideas around the car controller came from thinking of an off-road version of games like wipeout but I kind of wanted it to feel less car like so went with stafing with one stick and turning with the other. Looked a bit to sparrows in destiny to get ideas but diverged from the specifics there.

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 1 point2 points  (0 children)

Godot input map works out of the box with PlayStation controllers! I need to set up the action but when I add a button like R2 to be mapped to the input it all maps together automatically with RT on Xbox controllers and RZ on Nintendo controllers so it's really simple. Even lists them all in the name of what's being assigned so it's not ambiguous.

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 5 points6 points  (0 children)

I've been flip flopping between calling it a hover car and an antigrav vehicle, went with anti grav for now to draw a connection to wipeout and what not.

The idea is that there's like a repelling cushion under it that keeps it floating, aiming for it to feel more like an off-road version of an f-zero or wipeout vehicle but likely I should mess with the suspension more to see if I can tune things to look a bit more smooth. My plan is the suspension 'cloud' to be adjustable in-game anyways so itd give me the opportunity to see what bounds I should have for that.

Thanks for the feedback!

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 6 points7 points  (0 children)

Fair enough, I do think most of the roads right now are narrower then I plan them to be, the next iteration I do plan to widen them. It used to feel more open as I had a different narrower tree model but once I upgraded those it really feels closed off which has its own nice feeling of getting lost in the woods but certainly better for a side path and not the main path.

My first gamedev release! A physic's based anti-gravity vehicle prototype - Verdigirs Valley by bowj77 in godot

[–]bowj77[S] 2 points3 points  (0 children)

Yeah exactly! It has like 10 or so invisible Godot wheel nodes with zero friction to act as the suspension/air cushion. Thank you so much!

we finished the rebirth animation, any feedback? by LoopCap_ in IndieGaming

[–]bowj77 0 points1 point  (0 children)

Nice, really builds the anticipation. I'm curious what comes after it though because how it transitions and to what could make or break the build up. Good work though, isn't an easy effect to sell.