One of the mini-projects I started to get good indirect lighting baked in blender into Godot. The two quads are emissive materials, and Godot (as awesome as it is) doesn't have a way to bake emissive indirect lighting in the editor yet.

Gonna shelve this for now, but whenever I have a computer good enough for some really high fidelity models, I'll make even better use of this technique.

Hmmm... Should probably post a few things I've done recently :v

Here's a non-uniform grid movement system for purposes, but mostly to see if I could in Godot:

All movement can be done with a D-Pad, and its basically just moving from node-to-node, but nodes don't have to be grid aligned so you can make cool spiral stairs.

You know what isn't in Godot that i miss most from Unity? The ContextMenu attribute, since it makes really repetitve editor tasks really easy. Like generating a large grid of nodes and connecting them together.

Anyways, here's my horrible abuse of properties and how reads them~! :v

Some further improvements by adding a constraint on what "rooms" can connect to each other. This leads to some way more interesting geometry by having fragments of rooms be able to connect to other fragments~

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The umpteenth time this generator has been implemented for DDDD, buuut... now its in Godot

Also, after generation it calculates the Critical Path and determine each rooms distance to the Critical Path. I'll probably keep all the interesting generation on the Critical Path in the future but have all the Actually Cool™️ rewards be off the Critical Path

Critical Path as a phrase has officially lost all meaning and now just feels like a bunch of random words.

AI navigation is going perfectly well. The crabs are just a bit... antsy.... yes....

Getting scene transitions working~

The combat transition is just freeze-the-buffer-and-let-postprocessing-do-whatever. It looks nice~

A dice enemy and a door enemy~ Gonna figure out art stuff later at this point. Gotta get a working prototype first.

The dice enemy attacks every few moves it does. The attack it does is pulled randomly from a list.

The door enemy can't be attacked when its closed, but also only attacks when its open. It attacks when the player steps in front of it.

Got some done today. Not much work overall, but the tornado attack feels way better after some suggestions from my little brother~

Got a little tornado attack going as well as some testing dummies lined up in a row. Working on getting more card types for experimenting with before getting into balance. Though mostly its attacks from MMBN <.<'

Been working on a small project that should be released towards the end of next year. The combat system is based largely on Megaman Battle Network, albeit with a bunch of stuff that'll make it cooler and witchier~

All art is extremely placeholder, but its basically feature complete. All thats left is polish, bugfixing, and content~

..aaaand here's what should happen. Trying to use the post-processing stack in Unity to get Shadow of the Colossus styled camerawork. Need to expose some more variables like focal length, lens shifting, fov, etc. but its working pretty flawlessly right now.

That said, still need to work on the player controller again. Normally I'd tweak what I already have until its good, but the old system was getting bloated and needs refactoring anyways.

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Graphics bugs are prettiest bugs~

Forgot to blit the screen properly while working on another "post-processing" effect (a cinematography thing I'll show off later maybe?) and so the Chromatic Aberration effect kept layering on top of itself every frame. Its so rainbowy~~~

Getting back into some after a rough couple of months and researching various foods and recipes again.

What the heck am I supposed to call a dish that's an egg fried in a whole of bread that's also toasting...?

Why does it have so many names? q.q

In C#, did you know the dynamic keyword could be used as a generic constraint?

It probably shouldn't be, BUT IT CAN!

Had a lull in development while dealing with life problems, which lead to some new inspiration for foodstuffs!

One of the new bits of flavor text for a particular kind of item is "It's a good thing you're already dead, this stuff's delicious"

Ok, today was productive ish. Unreal lighting materials are super powerful (its what currently makes those clouds on the ground) and the blueprint system is way more versatile than I've given it credit for before.

Definitely gonna start making a short game with this tomorrow I think~

Should put some stuff on these branches next, but this is probably the first screenshot I've taken with that "wip game build" energy all over the place

The branches will have a bunch of fruits and nuts, groves littered around the maze will have vegetables and mushrooms, and roaming clay golems will have capes of high quality produce growing as gardens over their backs

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