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This is going to be one of the few games I keep from past jams I've been in.  Nice work all around.  Always love seeing fellow Godot devs as well!

Thank you!

We struggled a bit with the Godot 4 alpha, which caused some limitations, such as random crashes only in release build if the FPS weren’t limited to 60Hz. The alpha also does not support HTML5 builds yet, which we noticed too late… :( But I’m certain by the time it reaches beta a lot of the problems we had will get fixed.

How was your experience working with 3.5, any major issues on the way? With our 4 programmers sharing code + using the 3d pipeline, I assume it is a whole different world compared to a solo dev and 2d graphics! :D

If you're not using any kind of source control I'd suspect it'd be absolute chaos organizing it with multiple coders.

I split time on 3.5 rc4 and 6.  My only issue there were some issues with other monitors while testing in fullscreen.  A regression from 3.4 perhaps, I've never encountered that before so who knows.  The only alpha I've used was like alpha 5 or 6 so quite a ways before whatever we are on now.  Beta is coming soon though so hopefully whatever crashes yall are getting on an engine level gets cleaned up by that.

Is the 3D pipeline much different from 3.4?  I have a pretty massive code base to move over once 4.0 hits stable and I kinda dread it lol.

Even if you got HTML5, I suspect performance would be vastly superior with a binary as opposed to the browser.  The stutters you guys reported getting at the beginning of the game sound like the uber shader stuff compiling but that is just a guess.

We’re using Git, but there’s a lot of “random” changes that happen when you save files even without modifying them, and those cause lots of conflicts if you don’t manually fix them (like UIDs changing, or position of nodes changing by 0.00001 etc.).

Not sure about the monitor thing, but it didn’t seem to be an issue for your submission anyway (I assume it’s a native executable thing).

3D pipeline is good in that you can now import .blend files directly without a glTF step in-between. But that importer has lots of smaller issues which make the pipeline really painful (worst one by far: having to restart the editor for changed meshes to correctly update).

Yeah, I assume performance would’ve been worse as a web build, so it allowed more complex graphical features in turn. The stutters are definitely related to shader compilation - we tried adding a shader cache scene, but for some reason those shaders didn’t get cached…

Was still a lot of fun to work with, and some of Godot 4’s changes are really worth switching for :D

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Those random changes sound really frustrating.  In 3.4 that happens to the project file all the time it seems.

I forgot about the .blend importer.  That'll be nice to have.

A cache scene is an interesting idea.  Ik in the current RCs of 3.5 you have to turn on the uber shader.  I don't know if that's the case in 4.0.

Good to hear you enjoyed 4 though.  I look forward to getting over to it one day.