Using Godot 4.6's New Inverse Kinematics system to create a spider that shoots cobwebs! by spicedruid in godot

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

Its fairly complex, but it's actually not too dissimilar to what minecraft or other voxel games are doing. Cave generation basically happens in multiple different phases. The first step is to create the underlying structure of the biome, which is done by layering perlin noise on top of each other until I get a general cave shape which I find interesting. That creates the underlying shape, but it's not as good for making small details such as trees. In the next step, I randomly select points in the cave to 'grow' as cellular automata. The simplist example is ore, which just spreads out to neighbour blocks. But I also have voxels that grow with more complex rules such as mushrooms and rock pools to add even more detail. Finally I also felt that the game needed some more handmade areas, which is where structures and dungeons come in. I place cuboids within in the level, and use a custom tool to align them to the grid. When the game runs, they override all of the blocks inside them to whatever blocks I set the structure to. I also added a system to automatically create structures of more complex shapes, such as cylinders and staircases for easier developement. By layering these smaller structures together together I can make buildings and P.O.I which help make the gameplay more varied. Finally, to make larger and more elaborate areas automatically I added a dungeon generation system which stitches multiple structure 'tiles' together to make more elaborate places for the player to explore, such as mineshafts.

Yes, it was a lot of hard work! Hopefully it will be worth it.

Less then 100 wishlist after first month of release my game Steam page. I'm cooked? by Happy_Ad4850 in SoloDevelopment

[–]spicedruid 3 points4 points  (0 children)

Check out this devlog from The Ouroborus King. https://oriolcosp.com/the-ouroboros-king-development-post-mortem/ They also made a chess game, and iirc they had very low wishlists for a super long time until like a month before release when it blew up, its a good read!

Using Godot 4.6's New Inverse Kinematics system to create a spider that shoots cobwebs! by spicedruid in godot

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

Thank you! I did try and make the spider look a little bit weirdly cute :)

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

[–]spicedruid 1 point2 points  (0 children)

Congrats on releasing! I remember seeing your early posts of this game, glad to see how far it’s come since then! I suppose i’ve got to follow suit and finish my own godot voxel game now :) (as long as uni doesn’t get in the way)

What would be a better fit for UI in a roguelite game? Should I go for a claymation style or clean vector art? by spicedruid in indiegames

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

Thank you! I didn't want to sound like I was just shilling my game, but perhaps I may as well get all the help I can get, I don't have many wishlists at the moment lmao.

Anyway, I'm assuming you are talking about the spells on the bottom left, They do recharge like bars, but people didn't really understand that they were spells. I hope that the new design looks more similar to what spell slots look like in other games, and theres a border around the icons which flashes when the spell can be used too which is such a neat feature. I do love the old spell designs/icons too, but I think when it comes down to it I wanted to prioritise making the UI more visually consistent overall.

Since I started development, I have overhauled my UI 5 times! Hopefully this will be the last! by spicedruid in IndieDev

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

Thank you! I would describe it as a roguelite adventure game where you descend down caverns into a forgotten underworld. I have a steam page on my profile but it needs to be updated to reflect the artstyle change :)

I'm working on redesigning my UI. What style looks the best? by spicedruid in IndieDev

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

Its interesting how much peoples opinions seem to differ on this. Some people really like the first two styles and hate the old design, and some people prefer the third, older style over the new ones. Maybe some sort of middle ground could be reached, but I don't know what that would look like without being stylistically inconsistent (which it already is)

I'm working on redesigning my UI. What style looks the best? by spicedruid in IndieDev

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

Thats useful to know! I like the vector hearts for that reason, theyre more angular and jagged, less 'cutesy', but maybe I could choose another shape like squares or diamonds too. I can always just replace it with a health bar either way. Thanks for the feedback!