RE: https://social.dot-asterisk.nl/@marcel/116330180365130062
#Godot #Gamedev #solodev #indiedev
I've written a blog post on my experiences of going through the creation of Juggle Star DX.
TL;DR - it was hard but rewarding
https://blog.dot-asterisk.nl/code/juggle-star-retrospective/
Progress of the new branched map for Duellum! You'll be able to choose your path and preview the opponent you'll fight!
#ShowcaseThursday #gamedev #godot
bona nit 👀 #SneakPeek #gamedev #Brunyols #Godot #MadeWithGodot

I recently updated the description after a major update.
There has never been a real 3D voxel roguelike — especially one like SAO or DanMachi.
More exciting content is coming soon!
#fps #gameplay #gamedev #indiedev #godot #godotEngine #SteamGame #roguelike #sao #danmachi

It seems that I want too much when I want a gdscript IDE that connects consistently to the LSP, debugs properly and also understands godots global autoloads 😞
Rider works well when it comes to debugging c# and gdscript code. It hits the breakpoints for both languages (even in mixed mode). I can start and stop an instance and start debugging.
But it does not understand the global autoloads. So some of my manager classes are full of warnings and no inspection.
Been working on a thing. Essentialy a possession game. The hope is that it will be able to work in both flatscreen and VR
what were we saying about prototype art #godot #gamedev #indiedev
I'm making some experiments with the Modular Tree plugin for #Blender3D.
For now I only test in-game performances. There is still work to get a better visual quality.
What I did is that I make a branch (a very small tree actually) that I bake in a texture, and then use it as "leaf". I'm more or less back at 60fps, even when increasing trees view distance. I still need LODs and impostors for the farthest ones.
Trees already give a better sense of scale for the mountains 🙂
Figured I'd be able to re-implement wall-riding pretty quick-ish. Pretty crude for now, but not bad for an afternoon I suppose. #gamedev #indiedev #indiegame #godot #linux
started a new fps project a month ago and made a lil yt vid documenting the first month of development!
https://www.youtube.com/watch?v=bCUXAyChKzQ
Got debug terrain editing, and (some very basic) physics and movement in!
Real-time terrain editing still isn't optimized or threaded, but it's still pretty smooth, on my old potato of a laptop.
Juan Linietsky & Ariel Manzur released #Godot Engine version 4.6.2-stable. https://godotengine.org/