New KOOK dev highlight video where I worked on the BSP importer, palette, and experimented with HSV based color lookup tables: https://www.youtube.com/watch?v=qAgSab-E3VU
New KOOK dev highlight video where I worked on the BSP importer, palette, and experimented with HSV based color lookup tables: https://www.youtube.com/watch?v=qAgSab-E3VU
KOOK: Retro FPS GameDev in Godot day 477: Tab Close Thursday.
Getting ready for an in-person playtest in a few days 🍒
Charlotte (social media and marketing) proof read through our trading cards (107 and counting!) to ensure each card is clear and concise for players.
Meanwhile, our game programmer Alex has continued to update and improve the card battle UI. Here's a look at the latest version:
Can't get Hotel to work.
New terrain messes up, can build houses on top of each other.
Still no new art/models.
Too hot to be messing with this.
Game design conundrum: Playful or deceiful? you decide!
I'm tinkering now, so I really should move on to the next stage.
But what is that stage?
I think Terrain. So much will rely on the ground-layer.
So, design a Map, and put in some ray-casts on each building to make sure it is built on the flat.
So I need to tidy up the Buildings.
I struggle too often with finding the correct combination of Layer and Mask in Godot, so I made this quick test/demo to refer to.
It is not universal, of course, but it might be helpful to others too.
Check it out on itch.io: https://gheja.itch.io/godot-collision-demo
Check out the source too: https://github.com/gheja/godot-collision-demo
As of #Godot Engine 4.5 you can now use "Script Backtracing" in GDScript - allowing to see callstacks of the methods directly and printing them to the console.
Subtitles available
https://www.youtube.com/watch?v=5diuSt1qrXs
#GodotEngine #Godot4 #Godot45 #GodotGameDev #IndieGameDev #GDScript
The alternative Godot docs viewer of our member @rokojori has been updated to 4.4! 🎉
https://rokojori.com/en/labs/godot/docs/4.4/
It also includes nodes of his very promising Rokojori Action Library (https://rokojori.com/en/labs/rokojori-action-library/overview), but if you ignore those it is also a very nice alternative docs viewer for vanilla Godot!
#GodotEngine #Godot4 #Godot #OpenSource #GameDev #Documentation #Library
I've built up a few Questions about Godot's Navigation system...
I have a navigationRegion3D in my Scene
My Actors have a NavigationAgent3D in their Scripts
Depending on the Actors' State, they are allocated a Target and Path their way there. Once they arrive, they trigger their next State.
1) How do I display their path in-game, so I can see where they're going?
2) They still pathfind even if the target is unreachable - can I get them to report "Unreachable!"?
Very basic terrain seems to work.
Buildings are placed at correct height.
But need to add some RayCasts in the corners to make sure they are completely on one level.
Not sure how to reconfigure Actors. They can't go up and down Levels, but once they are "as close as they can get" to a location, they interact (e.g. dropping off Resources at Stockpile, even tho they are stranded 1/2 way across map)
Now streaming the development of my Colony Sim + RPG game! ⚒️🤖⚔️
Today is a bit more freeform! I'll be touching up some old art and reviewing the game as a whole.
Come join me!
#GodotEngine Question
Am I correct in assuming that the only thing that can be exported through Godot's GLTF 2.0 export are CSG Meshes?
If I have a scene such as
+Node3d
+-CSGBox3D
+-Mesh (standalone mesh from .TRES file)
+-MeshInstance3D>Mesh from .TRES file
+-Node3D (from Instanced OBJ file)
+-Node3D (from Instanced FBX file)
Then, _only the CSGBox3D_ will actually make it to the exported file and be viewable in Blender?
(I'm gonna test it, but I figure someone might already know)
First thought for optimising the Grid Map is to use larger Blocks, so the Navigation has less work to do.
This will reduce resolution.
Another idea is to make the whole Ground Plane in Blender, and use it as one big Mesh.
This will have implications for terraforming (which I'm not sure I want to include anyway)
Any ideas for how to make a Ground Plane?
Looking at replacing my flat, boring Ground plane with a Grid Map.
So far, it looks ugly, and my Navigation sytem takes several seconds to re-bake each time I place a new Building :(
Needs improving.
UI mockup for advisors notifying the player about incidents in the shipyard.
#indiegame #indiegamedev #gamedev using #godotengine #blender and #krita #mastoart
And we are live now! Native GDscript VRPN for Godot:
Hawkhill Manor not looking very impressive!
Need to take a proper look at Meshes and stuff...
Have you heard about "Translation Preview" in #Godot Engine 4.5? Todays video tells you how to approach the translation, localization and internationalization of games
Subtitles available
https://www.youtube.com/watch?v=jq3ziJV2h9E