jovlem

27 posts

jovlem

jovlem

@jovlem

เข้าร่วม Haziran 2024
6 กำลังติดตาม3 ผู้ติดตาม
jovlem
jovlem@jovlem·
@BilsuArt I like the puzzle. But the diving - I believe that's how you called it in one of your dev logs - in mid air looks a bit weird to me. And speeking of dev logs, no more weekly updates ( I like them )?
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jovlem
jovlem@jovlem·
@HighGame_Dev What are the limitations. Where and in what scenarios can you see it's not accurate? How is the performance compared to SDFGI, and is it resolution dependent or not?
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HighGame_Dev·
@jovlem It's my test implementation of Light Propagation Volume, it's fully dynamic, and even if it's really not the most accurate method, it's preatty cheap (is was use in Crysis 3 and UE4). I'll be releasing it as a plugin on GitHub in a few days 👀
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jovlem
jovlem@jovlem·
@SebAaltonen I made something like this in Godot. No clue how others work, but I dont use the "mirror" trick as that gives (to much) artifacts for me. So instead, I look for the direction to the closest seam (where two objects intersect) and just blur only in that direction.
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jovlem
jovlem@jovlem·
@FR3NKD_DEV How did you make that stair mechanic because that's really hard to get right? I got my own working but still are interested in other solutions.
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FR3NKD Dev
FR3NKD Dev@FR3NKD_DEV·
As a beginner, I completely embraced the idea of building contained systems over small games. I started with a juicy character controller and a draft of an interaction system. I'm already having fun, and I feel much more productive knowing I won't have to scrap everything I've done in a few weeks.
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jovlem
jovlem@jovlem·
@BenjiGameDev Seems like a good approach. How do you design an area with multiple floors? Drawing multiple 2d sheets? Or maybe you are not planning on using these at all.
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Benji
Benji@BenjiGameDev·
When designing a dungeon, I'll first pick a theme (e.g. lava temple), a general layout (e.g. a tower) a key item for solving puzzles (e.g. bow and arrow), and a core dungeon mechanic (e.g. changing water level) At this early phase I'll also consider some puzzles, enemies, and obstacles that would suit this combination. I'll then start creating a 2D map/graph (something like the picture below) while also writing a story of the player navigating the dungeon beat-by-beat. E.g. "I used X item to solve a puzzle, which rewarded a key. In this room I also noticed a door I can't reach yet. I suspect it might lead to that room with the chest I saw before. I head East." If the dungeon is nonlinear, this story can split off in different directions which need to be designed as well. The goal is to tell the full story of the player navigating the dungeon from beginning to end, in a way that's logically sound, prevents softlocks and frustration, etc. At this point I don't worry about what the obstacles / puzzles / bosses actually are. I'm just focussing on the logical order of their completion. Once I'm happy with this sequence of rooms, keys, locked doors, barred doors, key items, and puzzles - then I'll move onto 3D modelling. The layout of the dungeon will change drastically when converting to 3D, but I try to keep the big story beats the same. At this point I can playtest to check my logic actually works. Then I go through designing each room, adding puzzles, enemies, secrets, etc, always careful to keep the macro-level sequence logic intact. The way I design an individual room would be worthy of its own thread. But then it's just lots of polish and playtesting!
Benji tweet media
Audio Bellum🇬🇧🇯🇲@AudioBellum

@BenjiGameDev Wow. Can you breakdown your process for your level design? Is this a blockout/grey boxing? Play testing is no hassle and then making changes is no hassle, right?

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jovlem
jovlem@jovlem·
@anbagames In the new one the steps are to small, she shcould cover more ground each step. Also it looks a bit she is trying to run / turn to the right while she goes straight. Looks a bit weird to me ( especially in the old one ). Also make sure to animate the face a bit while running.
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jovlem
jovlem@jovlem·
@wojtekpil Do you have some stuff how your controller works and how this climbing system works? Or mabye a video where it is based on?
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Wojtek Pe
Wojtek Pe@wojtekpil·
Oh ehh there was a bug 😅Climbing is much more smooth now :)
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Wojtek Pe
Wojtek Pe@wojtekpil·
After a feedback from previous videos I did a character controller revamp! Featuring: fully rootmotion based, with rootmotion distorting for vaulting and climbing, in place rotation, combo attacks with dynamic step forward and transitions from idle to run stop. #GodotEngine
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jovlem
jovlem@jovlem·
@wojtekpil This looks great! Does the mobile version actually run on mobile hardware, or are you just playing it on pc changed to the mobile renderer?
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Wojtek Pe
Wojtek Pe@wojtekpil·
Hi there, It has been a while! Since there are a lot of changes in the project, I decided to showcase them in a short video clip. There's still a ton more to come :) How does the PC and mobile versions of #Godot compare? Take a look :)
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jovlem
jovlem@jovlem·
Does Godot 4.4 still uses SDFGI or is it the new HDDAGI system?
Wojtek Pe@wojtekpil

@john_clayjohn Well, I would say from post processing, SDFGI is most expensive here. Around ~20% FPS change. Two charts: with/without post processing. This scene is not well optimized either, especially grass, that's why so high poly count. Shadows are very heavy, disabled for grass

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jovlem
jovlem@jovlem·
@godotengine Does Godot 4.4 uses the new HDDA for GI?
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