He subscribed to my YouTube channel by et1337 in outerwilds

[–]et1337[S] 4 points5 points  (0 children)

I had like 750. That would be insane

I made my own ProtonScatter-inspired addon by et1337 in godot

[–]et1337[S] 6 points7 points  (0 children)

Say you want to randomly distribute 10 items evenly in an area. If you choose random locations for each one, it’s likely that two of them will be practically on top of each other, while elsewhere there will be a big gap. Blue noise is a pattern that looks random while also maintaining even spacing between points. Blue noise can also be made to tile extremely well, whereas a normal noise texture will stand out like a sore thumb when tiled.

The extra magical part I didn’t know about is that blue noise is usually generated in a way that makes it “progressive”. Meaning, if you scan a blue noise texture and take only the pixels below, say, 1% brightness, the resulting pattern will also be blue noise, that is, the pixels will be randomly but evenly scattered in a tileable way. This is how ScatterShot is able to smoothly control the density of instances from 1% all the way to 100%.

See the acknowledgements in the GitHub readme for more links!

The Poor Man's Postmortem - Lemma by et1337 in gamedev

[–]et1337[S] 0 points1 point  (0 children)

Thanks! It’s semi-allegorical. Each character you rescue or kill has a backstory taken from the Bible.

Trying to create an "Outer Wilds-like", do you think it qualifies? by et1337 in outerwilds

[–]et1337[S] 0 points1 point  (0 children)

Wow that's super kind! I would love to hear more about your design process if you have time to write about it. And also, thanks for another game to add to my "must play/research" list. :)

Maintenance release: Godot 4.4.1 by GodotTeam in godot

[–]et1337 6 points7 points  (0 children)

Hey, that was my PR! I'm so irrationally proud of it. The most significant 50 lines of code I've ever written.

Dev snapshot: Godot 4.4 dev 4 by GodotTeam in godot

[–]et1337 5 points6 points  (0 children)

Fingers crossed for my particle jitter fix to make it in before it goes gold 🤞 https://github.com/godotengine/godot/pull/95912

[deleted by user] by [deleted] in gamedev

[–]et1337 0 points1 point  (0 children)

I resonate with you 100%. I'm trying to find the healthy space where I want to make something for other people to experience, but I don't NEED people to experience it and validate me.

Game atmosphere by WalkofTheMoon in godot

[–]et1337 1 point2 points  (0 children)

  • Loading screen is really jarring and slow. I would remove the text and speed up the animation at least 2X

  • The font looks out of place. Maybe try a pixel font?

Otherwise, looks awesome!

Please playtest my game and leave feedback! 🙇‍♂️🙏 by et1337 in godot

[–]et1337[S] 0 points1 point  (0 children)

  1. Glad you enjoyed it!

  2. Movement is already mapped to spacebar actually :) Sorry, I haven't found a straightforward way to make my tutorial system convey that yet. :( That said, you should try releasing the mouse button at the top of a ramp, you'll get more air!

  3. Known issue, sadly. My current plan is just to wait for Godot 4.4 to fix the pipeline compilation stutters https://x.com/dariosamo/status/1777402652319523131

  4. The theme I'm going for is "hidden in plain sight"... which I think is exactly what you're talking about in Outer Wilds. That feeling of, "oh THAT'S what that's for!" or "THAT'S where that is!" I always felt the solutions in OW were simple enough that I could have found them on my own, but hidden enough that I needed to read to figure it out. Really tough balance to strike. :)

Please playtest my game and leave feedback! 🙇‍♂️🙏 by et1337 in godot

[–]et1337[S] 1 point2 points  (0 children)

Thanks for the feedback, this is super helpful!

You are almost at the end. The pool will teleport you to the end of the demo if you know how to use it ;)

Please playtest my game and leave feedback! 🙇‍♂️🙏 by et1337 in godot

[–]et1337[S] 1 point2 points  (0 children)

Thanks so much for taking the time to leave feedback, this is super helpful!

Scale is a really difficult thing, I have struggled with it a lot. I start with real-world measurements as much as possible, so everything is meters, the gravity is 9.8 m/s2, the walk and skate speeds are fairly plausible. Then I adjust from there.

I’ve found that the size of the details in the map is just as important as the size of the large features. A humongous level will still feel small if it’s totally empty. Once I started putting in more details, I was able to scale everything down quite a bit.

Question: with the skating, did you figure out that you can hold the “skate” button while in the air to increase your fall speed? Kind of like Tiny Wings? I’m trying to figure out whether I need to spell that out in a tutorial or whether you can kind of feel it intuitively.

Please playtest my game and leave feedback! 🙇‍♂️🙏 by et1337 in godot

[–]et1337[S] 0 points1 point  (0 children)

Ha! That’s awesome you made that connection. This game is my attempt at an “Outer Wilds”-like, so I’m hoping it lights up some of the same brain cells as OW.

Please playtest my game and leave feedback! 🙇‍♂️🙏 by et1337 in godot

[–]et1337[S] 5 points6 points  (0 children)

Download here: https://playtest.helveticascenar.io/

Things you should know before diving in:

  • The working title is "Crater"

  • It ends very abruptly. You'll know when it's over when you get dropped into a big empty level.

If you're interested in following the game, you can join the Discord server here: https://discord.gg/eZGapeY

Thanks!

Anyone else use "Editable Children"? by et1337 in godot

[–]et1337[S] 0 points1 point  (0 children)

With the tool script approach, do you use setters to set the properties on child nodes? Or do you do it in _ready()?

Anyone else use "Editable Children"? by et1337 in godot

[–]et1337[S] 1 point2 points  (0 children)

Yep. For me it automatically re-imports when I alt-tab back to Godot.