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Day 11 - 08.08.2024

I really need to focus on finding a style for the game now. Maybe I should just keep the prototyping textures and write some lore around it πŸ˜„

  • Discovered Complex emission shapes in Godot and used them to create volumetric particle walls.
  • Had some trouble getting the scaling of the emission shape right.
    • There was a translation on the mesh I used to generate the emission shape that messed up the scaling. Resetting it to 0 and then generating the emission shape fixed the issue.
  • Experienced major performance issues with transparent surfaces, but only if that surface is the only thing on screen.
    • Initially, I thought the particles were the problem, but it turns out Godot sometimes struggles with transparent surfaces :thinking:
    • I don’t have a proper fix for this yet. For now, using an unshaded material works.

Plan for today is to make things less ugly πŸ˜„


Day 12 - 09.08.2024

Had a lot of work to do at work, so there was little time to focus on the game.

  • Managed to come up with a style that works with the new particle walls.
    • Realized that particles alone might make it hard to find "fixed spots" to align flashes.
  • Started working on some ambient sounds.
  • Oh, I also added test level four. Not sure if that happened today or yesterday πŸ˜„