#ScreenshotSaturday Playing around with setting up a cutscene system, got it populating the next match to be played in the career progression, and I'm feeling like I'm getting to a place I'm happy with for the character art for Pol. #MeatDerby #indiegames #gamedev
Been working on menus for Meat Derby, trying to make it feel like a horrific and mundane machine, like a vending machine that dispenses dessicated corpses. I'm liking using the blood smear focus marker, and the little conveyor window for network options. #screenshotsaturday #gamedev #meatderby
It's been a little while since I showed off #MeatDerby for #ScreenshotSaturday. I've got ok network multiplayer working, car customization, and weapons and accessories working, and today I added a new accessory/weapon, giant fuckin buzzsaws out the side of the car. I wasn't sure if I could make the animation feel good with just two frames but I think it's actually working pretty well, even in the tricker more broken down stages of the parts.
#ProjectWeirdLittleGuy update for #ScreenshotSaturday added a second layer of world generation so I can render lower fidelity tiles out into the very far distance. Now I am back to having to work out more of the high level game design #GodotEngine
Oh hey! A little #ProjectWeirdLittleGuy update for #ScreenshotSaturday! When you're talking to NPCs it now generates a little snapshot portrait of them to display in the UI along with any stats I want to add. #GodotEngine
This week's #ScreenshotSaturday for #ProjectWeirdLittleGuy is showing off some amazing trees that Clover put together with a cool foliage shader I whipped up that I'm pretty happy with.
Another belated #ScreenshotSaturday for #ProjectWeirdLittleGuy this time just showing off the updated Belly system inspired by Valheim's food system. Current food bonuses are now shown on the far right side of the inventory bar.
This week's #ProjectWeirdLittleGuy #ScreenshotSaturday is not very exciting but quite satisfying. Props that use the terrain shader like the large stone structures now have their biome material values match the biome they're in. Plus construction objects now clip into their surroundings less when placing them. It's nice.
This week's #ProjectWeirdLittleGuy #ScreenshotSaturday update is: Spawn clusters! It's nothing fancy, but it really helps make world generation more believable and fun to explore? It's just a kind of subtable in my spawn/loot table system, but with min and max number of spawns per cluster and a radius. I've also added things like a loading bar and a failed attempt at terrain LOD but they don't quite screenshot as well
Well the slime was gonna show up in a #ProjectWeirdLittleGuy post for #ScreenshotSaturday eventually, so here it is. Tell me, how does the slime make you feel?
#ProjectWeirdLittleGuy #ScreenshotSaturday on a Sunday this time. Riot asked if we have weather like sandstorms in the game and I said "We can!" Plus I've done the first step for getting biomes working in the game which is updating the terrain shader to be able to blend between different texture sets based on biome data.
Hey #ScreenshotSaturday, another #ProjectWeirdLittleGuy update! Clover asked "Do we have a day night cycle?" and I answered "We can!"
Another #ProjectWeirdLittleGuy #ScreenshotSaturday update! Construction! Getting all the little visual glitches sorted was actually the biggest challenge for this one, especially making sure the raycast doesn't just hit the back of the player's head, but I'm liking this as a start to the system.
As appears to be tradition for #ProjectWeirdLittleGuy here's a Monday #ScreenshotSaturday showing off... a crafting system! I wanted it to feel physical but also be super portable? So the result is a crafting bowl that goes in your inventory rather than a full bench that has to be actually built. And of course you hit it with a stick to do the actual crafting
Haven't posted an update for #ProjectWeirdLittleGuy for a while but it's #ScreenshotSaturday so... I kinda added procedural landscapes... and multiplayer
#ScreenshotSaturday for #ProjectWeirdLittleGuy this week is just me being surprised, once again, at how easy something is to do it #GodotEngine. Here's click and drag inventory slots in #Godot4 implemented in about 20 mins.
twitter.com/Ze_Burnay/status/1585657191243157504Almost at 20k followers
â ZĂŠ Burnay âš (@Ze_Burnay) October 27, 2022
Here's a pinecrab
#ScreenshotSaturday for #ProjectWeirdLittleGuy this week features this little fella by ZĂŠ Burnay that I absolutely fell in love with on Twitter and wanted to try recreating in 3d. Here's Pinecrab modeled in #Blender and procedurally animated in #GodotEngine with #Godot4's new skeleton modification stack. #gamedev
#screenshotsaturday Monday again for #projectWeirdLittleGuy. I've been working on a shader to make my heightmap terrains look nice. This one is a combination of a triplanar shader by @yafd and a stochastic sampling shader for unity by /u/rotoscope. I've put it up on github here: https://github.com/acegiak/Godot4TerrainShader