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 ZĂ© Burnay âč (@Ze_Burnay) October 27, 2022
Here's a pinecrab
#ScreenshotSaturday for #ProjectWeirdLittleGuy this week features this little fella by ZĂ© 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