https://scrapconomy.com
Areas to exclude volumetric fog, NPC, doors, which objects to bake lighting. All Blender!
I'm doing this through custom properties. They arrive in the Godot dictionary.
#indiedev
Watch for more about my Blender → Godot scrapconomy.com
Areas to exclude volumetric fog, NPC, doors, which objects to bake lighting. All Blender!
I'm doing this through custom properties. They arrive in the Godot dictionary.
#indiedev
Watch for more about my Blender → Godot scrapconomy.com
scrapconomy.com
scrapconomy.com
I’m just not sure it’ll fund. Honestly, the fact people are willing to support my project at all means everything to me.
I’m just not sure it’ll fund. Honestly, the fact people are willing to support my project at all means everything to me.
Exposure is tough on this platform. Haven’t cracked the code yet, but still excited to be making a game.
Exposure is tough on this platform. Haven’t cracked the code yet, but still excited to be making a game.
They're surprisingly thorough at finding ways to break and uncover bugs. I typically sit down with a notepad and just write down all the stuff they find.
They're surprisingly thorough at finding ways to break and uncover bugs. I typically sit down with a notepad and just write down all the stuff they find.
1- Helmet reflection. Very low cost. I'm mirroring the screen and filtering through a low res mask on the visor to give it this light reflect look.
2- Sound muffling when the helmet is on. Simple but I like!
#GodotEngine
1- Helmet reflection. Very low cost. I'm mirroring the screen and filtering through a low res mask on the visor to give it this light reflect look.
2- Sound muffling when the helmet is on. Simple but I like!
#GodotEngine
I'm so proud of it! It’s pretty extensive. Over 100 unique upgrades to discover (so far). #GodotEngine
I'm so proud of it! It’s pretty extensive. Over 100 unique upgrades to discover (so far). #GodotEngine
I'll be making it seamless so you don't see the load in and out.
I'll be making it seamless so you don't see the load in and out.
Basic movement
NPC dialog w/ simple branching
Crouch + overhead collision check
NPC head tracking (looks at you when you’re close)
This doesn’t feel like “the free option” at all. Just intuitive (from my extensive 2 days, lol). #GodotEngine
Basic movement
NPC dialog w/ simple branching
Crouch + overhead collision check
NPC head tracking (looks at you when you’re close)
This doesn’t feel like “the free option” at all. Just intuitive (from my extensive 2 days, lol). #GodotEngine