Added partitioning, LODs and ragdolls to my horde renderer. 4 million ghouls, 1 truck. #gamedev
shadecore_dev
@shadecore.bsky.social
Indie game developer. Check out my game at: https://shadecore-dev.itch.io/realmshade Newgrounds: https://shadecoredev.newgrounds.com/ My shaders for Godot: https://godotshaders.com/author/shadecore_dev Github: https://github.com/shadecoredev
I love ways to augment items in games, so I created one in mine. Blade oils let you convert damage into ailments. However, their uses go far beyond blades. Turning ice into fire? I'll let it slide, as long as holding four combo pieces makes numbers go up. #gamedev
PvPvE autobattler that I was forging in the shadows for some time. Playable right now directly in browser at realmshade.online/play or search up Realmshade on Itch. Игра также доступна на русском. #indiegame #godot #gamedev #indiedev
I updated AnimatedMultimeshInstance3D to Godot 4.5.1 and made the ghoul horde demo public. It features: - Bulk entity control - Entity movement, avoidance and aggro - Accurate physics body collision detection - Turning corpses into static instances github.com/shadecoredev... #godot #gamedev
Nice. My game got into top 3% at Enjoyment category in #GMTKJam, ranking #231 out of 9600+ entries. I think the game deserves a post-jam update, I will work on it this weekend.
Made a submission to #GMTKJam over the weekend. A dungeon crawler where your past copies help you fight the enemies. The game is playable in browser: shadecore-dev.itch.io/multisorcerer #gamedev #godot
Got carried away with implementing the enemy system and forgot to post the progress. I added enemy spawning, sounds, aggro and attack damage. I'm going to work on missing enemy animations next. For example, death and different types of attacks. #gamedev
Just finished implementing support for per-instance oneshot animations in my vertex animation shader. Here I use it to play the attack animation. #gamedev
Added greenery to that scorched empty wasteland landscape I had before. #gamedev
Added inventory window with item inspection. All the weapons that I planned are done. It's time to swap these testing cubes with an actual environment and enemies. #gamedev
Continuing to work on the weapons. I finally got rid of all the glitches caused by aiming at objects point-blank. Planning to add an SMG and a bolt-action rifle and then move on to implementing the enemy hordes into the world. #gamedev
Accurate hit registration I made for the multimesh. It uses a single skeleton and works well on any number on instances.
I was remaking the title screen and decided to add a white beam. When leaving the game I saw a bug where the material color remained as it was during gameplay. It gave me an idea to read the time from the save file and set color intentionally and it worked perfectly. So bugs are not always bad.
Finally made an infinite terrain that doesn't run into floating point issues. #gamedev
I added the animation blending if anyone is interested.
Fixed a issue in the animation baker logic. Should be good now.
Blender just deleted an animation that I spent 2 hours on because I didn't enable "Fake User". Lovely.
Update on the vertex animation shader for Godot. I created an addon called AnimatedMultimeshInstance3D that does all the baking for you inside the editor. Link: gitlab.com/shadecoredev... #godot #gamedev
Sharing the vertex animation shader for Godot that I am working on and will use in my game. It allows to draw tens of thousands animated meshes with unique per instance animation in a single draw call. Shader: godotshaders.com/shader/verte... #godot #gamedev
Sharing the post-process shader for Godot that adds rain puddles with ripples and reflections. It's is available for free: godotshaders.com/shader/rain-... #gamedev #godot
A rain effect I'm working on. It's a post-processing shader that adds rain puddles on all horizontal surfaces and has screen space reflections with ripples. It turned out even better than I imagined. I'll share the shader code soon. #gamedev
Still working on environment objects for my game world. In the meantime, here is a procedurally generated skill tree system I made. Or should I say skill forest? #gamedev #indiegames
Wanted to share an update on the town generator. I finally have the buildings sitting on top of the terrain. I was also working on improving the foliage initialization to prevent freezes. #gamedev