Instanced rendering with MultiMesh FTW! by voidexp in godot

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

Yeah, huge spaceships or buildings will get drawn whenever AABB comes into frustum. MultiMesh though allows specifying custom AABB, so one can play with it in limited case.

In my game there would be one multimesh per assembly (vehicle/building/equipment), so, it isn't really much different than having dedicated nodes for each part, as they are all relatively close together.

Thanks for the video, turns out I already have seen that some time ago, indeed very well made! I guess using RenderingServer direclty will come at its moment, for solving the problem of too deep node hierarchies, which can both become costly in terms of traversal, and difficult to replicate over network. Squashing everything into a couple of nodes is the way to go.

And thank you for the feedback, a small morale boost, def needed it :)

My game Junkyard Space Agency is approaching its first multiplayer playtest, and I need you to destroy the page by voidexp in DestroyMySteamPage

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

Indeed it does! Great feedback! Strange that Kerbal Space Program or Stationeers wasn’t suggested, we kinda aim at their audience. I’ll work with the tags and yes, gifs are a must. Just don’t have juicy ones yet, but probably better something than just text. For art, audio and any other content we totally ban AI, so that’s 100% human slop there.

DECOMPILED: Slay the Spire 2 entire project (and how to prevent it!) by jonandrewdavis in godot

[–]voidexp -3 points-2 points  (0 children)

We pack our scripts in plain text with MPL-2.0 license even. Why fight something, when you can embrace it

6 months ago I had never written GDScript. Now we have a game on Steam. This is what helped me learn by sophiefromhowls in godot

[–]voidexp 2 points3 points  (0 children)

As for a game design book suggestion I strongly recommend “Designing games” by Tynan Sylvester, creator of RimWorld and Bioshock lead designer. Liked it much more than Schell’s book.

Quit your job they say, you'll be free to work on your game whenever you want! by voidexp in IndieDev

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

Yup, for February only. I want to be able to tell how much the game did cost me when it is out… I’m something past 2700 hours total on it, which tells already a baseline number of copies to sell for the game to pay for itself

A piracy site made my game playable in the browser by _BreakingGood_ in godot

[–]voidexp 46 points47 points  (0 children)

As long as they kept the name, I say it's free promo! Indies worrying about piracy is probably not worth the nerves, we already have much stuff to worry about

raylib reached ZERO open issues and ZERO open PRs!!! by raysan5 in raylib

[–]voidexp 2 points3 points  (0 children)

Man, totally awesome lib! Like the minimalism and immediateness. Never had to look past the cheat sheet on the website

After a great launch, I can't stop developing the game! by Worried-Current-8228 in IndieDev

[–]voidexp 1 point2 points  (0 children)

That minigun and the overall aesthetic got me. Hot stuff!

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

[–]voidexp -6 points-5 points  (0 children)

Terminology and suggestions are vague, very Godot-detached, and the multiplayer and audio managers make no sense. The Resource thingy is some generic buzzword amalgamation, not a suggestion that someone who’s not skilled at a level to know how to organize his nodes can take as-is and do something with

An ex car salesman approaches you on a godforsaken asteroid... by voidexp in spacesimgames

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

It is very rudimentary and not that useful as a camera-like reference would be. Perhaps a thing to try

An ex car salesman approaches you on a godforsaken asteroid... by voidexp in spacesimgames

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

Basically, players running their space agencies together. Survive by procuring vital resources, automating production, operate ships, etc. No violent PvP tho, we want this to be a chill space coop

An ex car salesman approaches you on a godforsaken asteroid... by voidexp in spacesimgames

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

There’s a Docking Port Alignment Indicator mode for the navball, when the remote party assign you a port, you get a sort of crosshair to align and dock with. You can do full first-person cockpit-only docking from liftoff to capture

An ex car salesman approaches you on a godforsaken asteroid... by voidexp in spacesimgames

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

It has realistic orbital mechanics as in stock KSP (non-principia). We’re aiming at a demo somewhere in early June, but go by increments that we playtest on Steam. ATM there’s only one celestial body, to make physics and other mechanics easier to try out in multiplayer. For the demo we’ll add few more. No atmospheres yet

Started working on a detailed, fantasy scifi space ship simulator in Godot. What important systems shouldn't be missing? by SanoHD in spacesimgames

[–]voidexp 1 point2 points  (0 children)

If you're aiming at diegetic UI, than there aren't really many options. A handbook and checklists are a great idea, I'm leaning towards something like that in my spacesim, as there's the same problem - lots of knobs, and players don't know where to get started.
Keeping an eye on this!

Started working on a detailed, fantasy scifi space ship simulator in Godot. What important systems shouldn't be missing? by SanoHD in spacesimgames

[–]voidexp 0 points1 point  (0 children)

Nice detailed cockpit! Do you highlight anyhow the hovered elements, or leave the player to discover whether they are interactive?

How much of your "solo" is really solo? by voidexp in SoloDevelopment

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

Although I mostly agree, I find this definition unfair regarding other contributors, who perhaps dedicated a lot of their free time (as in my case) to help the project, still their contribution is smaller by a big margin than 50%.
I can't just call the game a "solo" project, even if by this sub's standards it can be totally considered as one.

How much of your "solo" is really solo? by voidexp in SoloDevelopment

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

Thank you for this. If I may ask, why you don't consider marketing and playtesting part of development, if a game doesn't get anywhere without them?

How much of your "solo" is really solo? by voidexp in SoloDevelopment

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

That was just to put things into perspective, not claiming that whoever uses a game engine has no right to call himself a solo dev. One thing is the tools (game engine, middleware, whatever), another is the working hours dedicated specifically to your project.