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Dream Cloud Sheep

A topic by andyman404 created Dec 02, 2023 Views: 85 Replies: 2
Viewing posts 1 to 3
Submitted(+1)

So far, I've made some proc-gen dream clouds after finally learning MultiMeshInstance3D. And then some fluffy dream cloud sheep, which you'll herd to their food source (dreams glitter flakes?).  As they eat, they'll grow puffy cloud wool, which you'll harvest, to make more clouds to reach more food, or to make more fences to keep them from falling.

The main herding mechanic (not implemented yet) will be to wave around a hand fan to blow the sheep around.

Host(+2)

Love it!

Submitted(+1)

Only had 2 hours of sleep last night, but I uploaded something playable in the final 3 minutes! Still could have used another hour of polish, but oh well.

Some new things I learned in Godot:

  • MultiMeshInstance3D - used these to make the clouds and the cloud grass. Without it, there is a big framerate hit to the Quest 2.
  • How to write Godot shaders (the code version, not the visual graph)
  • Trail particles (for the wind streaks). They don't work well on the Quest since they don't bend, but are nice on the desktop version.
  • Fog particle system
  • There is a big difference in the lighting between the Quest and desktop OpenXR for some reason. I don't know why. But I figured out how to check which operating system (OS.get_name()) it is using at runtime to pick which lighting environment/light to use.
  • AnimatableBody3D doesn't work when its parent node moves. I had to add a script that copies the transform.


Here's how it turned out:
https://andyman404.itch.io/cloud-shepherd