In any case, I couldn't wait to show you all a little screenshot of my little "magnum opus" that I've been working on for as long as I can remember. Heh~ ;P So far, I've managed to get a lot of the most important functionality working, including platforms, dynamic text-boxes, pause menus and whatnot... and no, don't be afraid: The stuff you see here is still all 'work-in-progress'. This environment was very quickly set up in 3D Studio Max with textures that I ripped from AmbientCG so that I could quickly test obj-exporting to Godot which... worked surprisingly well all things considered, including custom collision shapes and whatnot. In the end I'll use Godot's 3d grid-maps but for now, it's an alright test before I start working on the final assets. Oh and Nymond's model will be updated as well to be 'less blocky' as Godot is way more powerful than I had first anticipated. :3
For the keen-eyed folks: Yes, I'm going to use midi-music (Thanks to Arlez800 for their plugin) and I've already been using "every single dirty trick in the book" to optimize my game so hopefully my entire game will fit under 1 gigabyte but also run on a potato-pc. Haha~ :P
As for platforms: I'm currently aiming for Windows and Linux at the moment.
When will it be finished? I dunno! Heheh~ I'm just working on it, going from a design document that I wrote up and we'll see... no, I'm not going to name a release date yet, since: 1. I've heard enough "Indie-Game Horror Stories" and 2. I first want to make sure that I'm far enough along until I can 'announce' it properly instead of naming a date and then having to push that back indefinitely. Lol! XD Basically, I want every little system to work properly from the start so that I can work from a robust base... not like how I did it years ago in GameMaker Studio: "Throw things at the wall and see what sticks"-approach. =P
Thank you very much! And yes, so many changes to make, so many things implemented, so much code optimized and it's all: "In the background". Things 'work' and 'feel' better but for the rest there's still a lot that needs to be done. Just goes to show how much goes into game-design and how easy it is to underestimate how long something can take.
So thanks! Hopefully I'll be able to show you a working demo one day. :3
Thank you very much! And yes, so many changes to make, so many things implemented, so much code opti
I hope I can do the same, one of these years! Heck, I could settle for sending screenshots if I can just get off my butt enough to get something going in 2023~
I hope I can do the same, one of these years! Heck, I could settle for sending screenshots if I can
Hey look at me checking it out. Seems like a solid start to the project. Do you have video footage of the prototype? I'd love to see it in action. I totally get that it probably wouldn't look "right" but I'd be interested in it. And if you have any questions about 3d game development, feel free to ask me. I've never used Godot but I have much experience in Unity, I'm sure some of it would move over.
Hey look at me checking it out. Seems like a solid start to the project. Do you have video footage o
Thank you very much for checking it out and thanks! >w< I don't have footage of the prototype yet and it doesn't really look right (especially the animations and the swinging rings) but once things are a little more polished I'd love to show a bit of footage of the game running. Heheh! >w<
And Godot is pretty nice to work with, open source and free too. It basically uses a node-system which works like a parent / child system except the entire engine is build around it, which makes it very easy to make inter-connected prefabs. I especially chose the engine since it's lightweight and so that makes it easier to make small 3d games that can run on low-end hardware. ^^
Thank you very much for checking it out and thanks! >w< I don't have footage of the prototype yet an
Yeah I totally understand why people use Godot. Admittingly since I have a programming background, I have not been a fan of node based programming as I feel that it's a challenge to properly scale a project and keep track of stuff compared to code, but maybe that's a programmer's bias as well. Either way, I'm glad the tools are available for you to build something like this and I definitely look forward to seeing more of it, however long it takes ^_^
By the way, did you make the character? Is it rigged and all of that?
Yeah I totally understand why people use Godot. Admittingly since I have a programming background, I
Yeah I can understand the pros and cons, it's with any language and engine. Some people prefer Unreal's blueprints, others swear by C# and they all have their up- and downsides. Which is why it's just important to go with an engine that fits your needs.
And yes, I made the character myself, rigged, animated and all. :3 (although, like I said, I will re-do him since I feel like I can do better + Godot was more powerful than I first anticipated so I could squeeze in more polygons.)
Yeah I can understand the pros and cons, it's with any language and engine. Some people prefer Unrea
Well, at the least I like the very carefully presented version of this and congrats on creating and rigging the character. I've dabbled in 3d in the last few years with Blender but never characters and certainly not rigged. Thumbs up!
Using Mixamo for animations?
Well, at the least I like the very carefully presented version of this and congrats on creating and