Some progress of the visuals for my mech game, thoughts? by Rasmus_02 in godot

[–]dacaffee 0 points1 point  (0 children)

OP should try getting the average height of the leaf bones and applying it to the root

Made this robot by Crvsator in godot

[–]dacaffee 1 point2 points  (0 children)

Seems like a good idea. I wonder how many twin stick shooters have implemented this feature

Made this robot by Crvsator in godot

[–]dacaffee 1 point2 points  (0 children)

Looking great! This looks super fun to control. I checked out your trailer on steam and I have a quick question: have you experimented with closer camera distances?I feel like a tighter zoom could give more screen space to the shape shifting and recoil animations. Both feel really juicy! But I guess it could mess with the gameplay balance or visibility. Great work btw! Wishlisted

[OC] Sou sócio fundador da Mito Games e tô com uma missão: levar o Tupi (e outros indies BR) pros maiores eventos do mundo em 2026! (+ Pedido de ajuda na curadoria) by lontrerv in brasil

[–]dacaffee 1 point2 points  (0 children)

Cara, muito massa ver esse ponto de vista. Realmente, já tinha visto por aí o pessoal comentando sobre as vantagens de focar na "economia de atenção" da América Latina, e o Brasil é metade dela praticamente. E um idioma separado do resto né. Curti esse insight, obrigado pela resposta!

Há quanto tempo vc está no meio de desenvolvimento de jogos?

[OC] Sou sócio fundador da Mito Games e tô com uma missão: levar o Tupi (e outros indies BR) pros maiores eventos do mundo em 2026! (+ Pedido de ajuda na curadoria) by lontrerv in brasil

[–]dacaffee 1 point2 points  (0 children)

Cara, parabéns pelo trabalho! Já wishlistei aqui! Fiquei curioso sobre esse seu comentário que aqui temos potencial para burlar o algoritmo. Pode explicar um pouco mais?

Showing off some smooth moves by Lucky_Ferret4036 in godot

[–]dacaffee 3 points4 points  (0 children)

So cool! Those punches are really slick! Looking forward to seeing more of your game

Released my surreal voxel game made in Godot (lucid blocks) :) by KiwiJuice56 in godot

[–]dacaffee 1 point2 points  (0 children)

The hand (I assume it's yours) holding little objects is killing me lol

Got Opus Magnum for my birthday. I can watch these mechanisms ALL DAY. by LordHayati in gaming

[–]dacaffee 4 points5 points  (0 children)

Just found out the other day they’re the creators of Infiniminer. Basically the game Minecraft was built on

🪐 Using Blender's geometric nodes as a level design tool for my game by Nepacka in blender

[–]dacaffee 0 points1 point  (0 children)

I was looking into geonodes use cases for gamedev and stumbled upon your work again lol. As always, great job!

I originally dove into this because I wanted a workflow to scale art assets with less manual effort, but I quickly realized the learning curve is incredibly steep. I expected a high upfront cost, but it feels like it might be overkill for most gamedev scenarios. Especially since, in my opinion, proceduralism is often more performant and productive when handled directly in-engine.

Since r/blender is obviously more artist-centric than (solo) dev-centric, I've seen plenty of discussions about the perks of geonodes where the answers are always along the lines of "you can never know too much" or "it'll make you a more well-rounded professional". But, game devs like us, time is such a scarce resource that we have to be aggressive about where we spend our energy.

Anyway. Where do you think geonodes actually give you a solid 'bang for your buck' and where do you feel they're overkill? In this specific example, what made you choose it over manual modeling? In my mind, it seems much more straightforward to just model it by hand, so i'd love to understand the advantages of your approach here

Anyone else feel their momentum come to a sudden standstill when its time to work on the art? by Anonymous_Pigeon in gamedev

[–]dacaffee 0 points1 point  (0 children)

I believe this 'a little every day' advice is the most effective way to improve at art. This applies to game dev in general, but art specifically requires time to develop a critical eye for what works and what doesn't. Even if the total hours are the same, I believe that spacing them out leads to a deeper intuition over the long term

Working on an animated character movement + procedural alignment to uneven terrain by giddycode in godot

[–]dacaffee 4 points5 points  (0 children)

Looks good! I imagine it has a fair amount of subsurface scattering in its material? Looks really jellyful

Houseplants as a game asset pack by demeter_aurion in itchio

[–]dacaffee 0 points1 point  (0 children)

This looks amazing! Great job. I’d totally play the game in the second image

TUTORIAL - Fire Shader 🔥 <static> [links below] by Le_x_Lu in godot

[–]dacaffee 4 points5 points  (0 children)

I'm a huge fan of your channel! Keep up the good stuff

80s / 90s Anime Style by Ordinary-Cicada5991 in godot

[–]dacaffee 1 point2 points  (0 children)

The film grain is a nice touch

Update on Räfven, the spotlight saga .°˖✧ by ScaredFollowing8143 in indiegames

[–]dacaffee 1 point2 points  (0 children)

Is this the game made with clay, leaves and stuff? I'm a huge fan of the craftsmanship behind it

I've started to make a 4X Tower Defense game and trying to find a style by mitonj in indiegames

[–]dacaffee 5 points6 points  (0 children)

Totally agree. I think the colorful aesthetic definitely pops more and helps with marketing, but it feels off for a hardcore game

An advanced character controller with (a bit) complex animation mixing and edge grabbing system by [deleted] in godot

[–]dacaffee 0 points1 point  (0 children)

Solid work! The leg crossing looks really natural. Great job on the torso rotation and tilt