Don't let us be silenced!
Listen and share.
A performance-friendly space game. By @roal_yr
russians - do not interact
#укргеймдев #space #spacegame #godot #b3d
Don't let us be silenced!
Listen and share.
An important milestone achieved: defined background lore for my game, which will direct further development from now on.
https://github.com/roalyr/GDTLancer-game-design/blob/main/6.1-GDD-Lore-Background.md
Tonight's progress - transparent nebulas re-implemented (those filaments and clouds in the upper half).
Recreated that old big nebula.
https://youtu.be/ol41BapMuQA?si=_K1dbRPbE3z3g7nT
Finished basic ship controls and UI buttons for them. A few refinements here and there and will be preparing test release for piloting module.
More interface work.
#gamedev #indiegame #spacegame #gameart
Plugging shaders back into the project. Star shaders are done, just need to re-import the "lens distortion" sprite.
This time also added non-linear perspective emulation in vertex shader. This makes things appear smaller at distance than they should be. Saves distance.
#gamedev #godot #indiegame
Here is how it does on touchscreen (although I have no camera zoom UI buttons yet): https://youtu.be/vd19zUOEFqw?si=A4SsAzfOLBD-ktfd
Accidentally my new control scheme is trackpoint-friendly. Neat.
I have tried to improve the icons a bit, will use this iteration for now.
Finally something to show. Ditched most of the UI for now. I have some other ideas about it. For now just primary controls.
Can you guess what does each button mean?
Working further on UI layout. Each zone will be foldable and scalable. Also thinking to make swipeable (or switchable with buttons) screens to the left and to the right (depending on context and utility). Imagine a smartphone screen with numerous desktops each having its own widgets. Central area is for mouse navigation and target picking, so it won't be covered.
Partitioning screen for UI. I aim to make a unified UI for KB+mouse and touchscreen devices with different DPI and keep it simple. Target aspect ratio is 16:9 with fHD support (controls are anchored to screen sides). I am reworking everything from scratch.
#gamedev #indiegame #solodev #godot #space #spacegame
While russians are trying to kill us with NK ballistic missiles (likely), I have been investigating Anti-aliasing for Godot3 + GLES2, and found this interesting project: https://github.com/atomius0/Godot-3.1-FXAA-Shader/tree/master
Some more experiments: https://p3d.in/TOV20
Added Time Clock (TU) for pacing World Events & WP Upkeep, replacing direct Fuel costs. Defined Wealth Points (WP). Asset Difficulty + Skill now determine Module Modifier. Detailed analogue setup: sheets, paperclip sliders for tracks, event booklets.
#gamedev #ttrpg #spacegame #indiegame
Refined GDTLancer GDD: Ditched Universal Moves/AP. Core roll uses 3d6+Mod+FP. Player declares Risky/Cautious approach modifying outcomes. Defined analogue setup, Wealth Points (WP) resource, & dev framework (Layers/Modules/Systems). Docs updated.
#gamedev #gamedesign #ttrpg #indiegame