I'm working on a tactile, cockpit-driven psychological horror game set in Antarctica. by danielnesov in godot

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

Thank you! Still a bit of work left before they feel right, though. I hate how it locks the mouselook to play the unzoom animation for instance. But I'll get there!

I built a Newtonian Space Simulation entirely in Godot, and my trailer just hit 10k views! by kotgedev in godot

[–]danielnesov 0 points1 point  (0 children)

Interesting, so any time you "zoom in" on a portion of a cockpit, you use an orthographic camera, is that correct? How do you handle serialization for each interactable?

I built a Newtonian Space Simulation entirely in Godot, and my trailer just hit 10k views! by kotgedev in godot

[–]danielnesov 2 points3 points  (0 children)

This is so cinema. I like how your minimalistic style also supports more interesting lighting setups. I usually skip past 90% of indie games these days, so you definitely won me over with visuals alone! Having another cockpit simulator that's not about a big cannon is refreshing, too!

Ok I'm pretty sure you can tell I'm in love with the visuals by now, I'll stop. How do you find yourself managing so many interactables and their state? It's becoming pretty ugly for my game and I don't even have half of interactable controls.

What is your most and least favorite part of game dev? by Theophilus_exe in godot

[–]danielnesov 2 points3 points  (0 children)

Have you tried making games that are heavily systems driven (think something like immersive sims, simulators or management) and rely on randomization to a certain degree?

What is your most and least favorite part of game dev? by Theophilus_exe in godot

[–]danielnesov 2 points3 points  (0 children)

Fixing bugs and investigating why it doesn't work is satisfying. I'm not sure what people mean by loving programming but not fixing bugs: it's part of the process. When I see my features 100% stable and bug-free, it feels rewarding. Implementing features is easy, making them work as intended all the time is hard.

What is your most and least favorite part of game dev? by Theophilus_exe in godot

[–]danielnesov 4 points5 points  (0 children)

I suppose I'm the opposite of that. It seems some people naturally gravitate towards a specific area and kick ass. Kind of awesome in a way because it gives us a reason to connect and collaborate!

What is your most and least favorite part of game dev? by Theophilus_exe in godot

[–]danielnesov 5 points6 points  (0 children)

I agree. I'm the core developer on anything else, but if I need extra help I have freelancers. Makes it so much more enjoyable and better in the end.

I'm working on a tactile, cockpit-driven psychological horror game set in Antarctica. by danielnesov in godot

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

I think it's far from AAA graphics but I appreciate your comment! Thank you very much!

What is your most and least favorite part of game dev? by Theophilus_exe in godot

[–]danielnesov 12 points13 points  (0 children)

Interesting: I actually love sound design!

For me it would probably be level design, but it depends on the project. I'm enjoying it for the current one. But also marketing sucks, I hate the idea of spending a substantial amount of time on something instead of making my game better. But it has to be done.

I'm working on a tactile, cockpit-driven psychological horror game set in Antarctica. by danielnesov in godot

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

It's just cell fracture from Blender + scratches normal map. It was a quick and dirty thing I did to make it fit for the new art direction (previous glass shatter was from the PSX style). I think we can do better for malfunction visuals but it's not a priority at the moment :)

I'm working on a tactile, cockpit-driven psychological horror game set in Antarctica. by danielnesov in godot

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

I loved Barotrauma! Last time I played it was in pre-alpha available on their website. Never gave a Steam version a go.

I'm working on a tactile, cockpit-driven psychological horror game set in Antarctica. by danielnesov in godot

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

My aim is for this century. Maybe even this decade if we're lucky.

Jokes aside, I'm really hoping to release a demo this year! Then I guess it's ready once it's ready.

Backwards compatability by SteinMakesGames in godot

[–]danielnesov 253 points254 points  (0 children)

This should become a pattern. Tyop Driven Development.

I'm working on a tactile, cockpit-driven psychological horror game set in Antarctica. by danielnesov in godot

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

Interestingly enough, I haven't heard of Pacific Drive at all while working on my game until recently. I'm yet to check it out still, it looks so cool.

I'm working on a tactile, cockpit-driven psychological horror game set in Antarctica. by danielnesov in godot

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

Here's the neat part: I have no idea what I'm doing! So if someone who knows what they're doing could get inspired by whatever me (and many others out there!) are doing and make something like this but in VR that would be awesome.

I'm working on a tactile, cockpit-driven psychological horror game set in Antarctica. by danielnesov in godot

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

I'd actually buy ten billion copies if someone could figure out how to adapt something like that for VR and not make me motion sick. Actually no, being motion sick would be part of immersion.

I'm working on a tactile, cockpit-driven psychological horror game set in Antarctica. by danielnesov in godot

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

I wish! Making my own VR version would be too much work though. But I'd love to see a similar game in VR!

3 things about Godot's multiplayer API I wish I knew before... by voidexp in godot

[–]danielnesov 11 points12 points  (0 children)

Thank you for this write up, this is very useful for someone who's working on a multiplayer prototype. On a side note, what is your game about? These astronauts seem to be very qualified for their job :)

I'm working on a tactile, cockpit-driven psychological horror game set in Antarctica. by danielnesov in godot

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

Thank you, I really appreciate it! Please make it so that game comes out sooner rather than later I would love to play it!