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 π
- 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 donβt have a proper fix for this yet. For now, using an unshaded material works.
Plan for today is to make things less ugly π
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 π