Verisan
verisan.bsky.social
Verisan
@verisan.bsky.social
Game dev student and solo godot dev!

Youtube: https://www.youtube.com/@ran_ver
Redid my tree because I became unsatisfied with my attempt.
LODs switching is a much less jarring too so I am finally happy, I just better not stare at it so long that I start hating this one too.
#Godot
August 9, 2025 at 9:10 AM
Trees really add a lot to the atmosphere

Theyre still WIP and have no LODs but I may finally sleep, for now. 🍞

#Godot
July 13, 2025 at 9:47 AM
Finally getting results Im happy with for the pine tree branch #Blender
July 13, 2025 at 8:42 AM
Id say these little grass tufts turned out pretty good for the second time ever making foliage. But damn got to redo that rock texture after increasing the Texel Density
#Godot #Terrain3D
July 11, 2025 at 8:20 AM
Pretty proud of the improvements to my planets shaders.
(Even if the clouds are secretly outside the atmosphere but shhhh)

Ive been trying to improve the skybox shader too but that has been proving quite hard for me.
#Blender
April 21, 2025 at 7:09 PM
Biblically accurate flashlight
#Godot
April 10, 2025 at 4:49 PM
Pretty happy with this rock texture but maaaan painting rocks is hard lol, will have to tune the normal map down a bit though

#GameDev #RocksAreHardAndSoIsPaintingThem
March 25, 2025 at 3:53 PM
Trying out the Terrain3D addon for #Godot by Tokisan games
Its really makes it so easy to make terrain
March 22, 2025 at 10:07 PM
Almost done with the grid inventory system, all that's left is item_id cleanup (pic 2) after moving an item, item snapping to grid and automatic placement. Really wishing #GDScript had structs or typed nested arrays rn. I had to resort to using a resource to fake nested arrays for the grid
March 11, 2025 at 4:25 AM
Learned to properly unwrap UVs and painted all the textures manually, really proud of this
Would love to have this as my art-style going forward in my development of games but I need to figure out how long it will take for larger assets and if I'm skilled enough to do it.

#3DArt #ScreenShotSaturday
January 18, 2025 at 5:07 PM
Projectiles are Node3D + Sprite3D each
Of course, my poor PC does lag there from 1000 of them existing and being added to the Scene in one tick (that's easily avoided by just staggering the requests)
Also can be used as a level loader!

Try it here!
github.com/Verisran/Verisan-GodotLibraryScripts
January 11, 2025 at 7:48 PM
Reworked and finished my Node Request System, now instead of a Thread to itself it uses WorkerThreadPool
It can on request: load, instance x amt and automatically add all as children to the target node.

100x10 projectiles spawned as example, see below post for 1000x1 example
#GDScript #Godot
January 11, 2025 at 7:48 PM
A little test trying out the Environment fog settings in #Godot.
Still some essential systems work and a lot more modelling (and texturing ☹️) before I fully start developing but this came out quite nice for 20min of setup.
January 10, 2025 at 2:47 AM
This part is kinda cool, settings_path generating from settings_name, and that generates from the selection within preset_name. In reality only preset_selection needs to be set, as long as preset_name is populated that is
#GDScript
January 5, 2025 at 9:19 AM
Setting presets working 🫡🫡🫡
Just the UI to dynamically add, name and import them left to do.
I really hope I don't think of any other features to add to the settings system for now (this wasn't planned)

#GDScript #Godot
January 5, 2025 at 9:19 AM
Settings rewrite for the project template complete! Made it an Autoload and decoupled from the menu, rewrote the Rebind Button, much easier to maintain now.

As for the building, I have recently started WIP for some assets for a DayZ inspired Survival Horror ❄️(Stairs are hard)
#GameDev #Godot
January 2, 2025 at 11:49 PM
Ran into the weirdest of bugs in #Godot while stress testing projectiles.
Very rarely when setting a new position by calling the activate() function inside _input() the HurtBox (hb) child just stops existing.

The amount of nodes in the scene also contributes to how often this happens.
December 21, 2024 at 11:56 PM
Here is what can be changed in the inspector.
Normally the HurtBox is used with a parent node like this projectile but I wanted to be able to use them as kill barriers too so I added values for them to be set directly on the Object itself.
December 12, 2024 at 8:21 AM
Merged my PushArea functionality (basically knockback with a bit more options) into the Damage system.
Now just some decoupling left and hopefully that's 𝘢𝘤𝘵𝘶𝘢𝘭𝘭𝘺 it for the damage system this time... (I have reopened this milestone twice now)

#Godot #Solodev #Gamedev
December 12, 2024 at 8:21 AM
Original railgun design from 2021, compared to its current redesign now.
Much more proud of this one
#Blender #3Dart
December 5, 2024 at 2:05 PM
And I also finally moved the pause menu out of the player and started using SceneTree.set_pause()!!!

No more having to put a if(pausemenu.paused) everywhere... and I can finally use timers when paused!
...and for those that have read this far check my pinned post to try out what I have so far!
4/4
November 27, 2024 at 12:30 AM
Here is a video example of the target dummy with a health node and hitbox attached to it

RaycastGun does 5 damage
TargetDummy has 20 health

however the hitbox doubles that damage so it receives 10 damage on each hit of that hitbox

armor pen calculations were left out for now but also soon™
3/4
November 27, 2024 at 12:30 AM
Similarly the weapon system (WIP) also utilises extending and overriding of a base class (as shown).
The best thing is that all hitboxes will use the same function 'take_damage()' allowing different functionality with uniform results in the end.

Hitbox(melee) and Projectile weapons coming soon™
2/4
November 27, 2024 at 12:30 AM
Update on 3D Project Template

I managed to get some free time and got the health and damage systems implemented!
Designed on modularity, each hitbox and health variant can handle its calculations uniquely if needed through the use of overriding

lacking comments ik...
1/4
#GODOT #solodev #gamedev
November 27, 2024 at 12:30 AM
Procrastinating coursework is good for me because I end up doing other productive things lol

Tutorial I used for creating Atmosphere
youtu.be/jvZ3kYhHyQI?...

Made in Blender 4.2(I forgot to update it shhh), Rendered in EEVEE
#Blender #Blender3D #BLENDEREEVEE #3DArt
November 20, 2024 at 9:29 PM