Playing with physics and water. With no particular purpose yet, just testing everything works so far.
Playing with physics and water. With no particular purpose yet, just testing everything works so far.
I think I'm done with improvements of the environment, for now. This was quite an overhaul already 😊
It's not finished, has lot of remaining issues (popping 🫣) and missing stuff (proper rocks and cliffs), but I think it's now "good enough" for the upcoming first playable version.
Which means I now need to focus on all the other stuff that are needed for that first playable version 😅
These screenshots are taken two months apart. And #Godot rocks!
One thing I still needed to do after the environment overhaul, was to optimize things a bit.
I've managed to make the game run at 30fps on my reference hardware (a 10 years old laptop with a GTX 850M)
I had to sacrifice some of the rendering quality though (second image)
Now I need to create an options menu so that you can adjust quality for your hardware.
Among the main changes, I reduced the density of grass instances. I can't reduced the density of trees because that would impact gameplay (but maybe at some point I'll make a less detailed LOD level for trees)
I also modified the grass shader, so that it uses alpha scissor instead of alpha blend. This makes rendering faster, but it means grass can't have translucent pixels, which is important in distant mipmaps, when each blade covers less than a pixel. Have to find compromises...
Another important change was to reduce rendering resolution. In the screenshot I've set it to 75%, and upscale with FSR1. This makes things a bit more blurry and looses details, but so far the result seem reasonable. Don't worry, it's just classical image processing, nothing like #DLSS5 😉
There is #NoAI in the game, I use no AI to make it, and don't intend to ever use any AI tool.
First version of the options menu. In this video I overlay the #Godot GPU graph (lower values means it takes less time to render the frame, so lower is better performance).
We can see the huge performance impact of alpha-blended grass, especially with high densities (lot of overdraw, I guess?)
The above video has been captured on my main dev machine, so it's powerful enough to run at 60fps no matter the settings.
Grass density has almost no impact in "alpha scissor" mode, probably because the Z-prepass makes it cheap, but I suspect it could be different on a less powerful GPU, I'll need to double check on my laptop.
I can't really capture the result on my laptop though, since the capture itself already puts a bit of strain on the hardware 😅
I think the graphics settings are complete enough for now. This allows to easily scale up to 30fps on my 10-years-old laptop.
I've also improved the lighting of distant trees (impostors).
There is still noticeable popping, but it's better than before. There's also the issue of the shadow split separation. This is a worst case scenario though, since players are not supposed to fly above the forest.
Unless... Wouldn't it be cool if players can build a suspended monorail above the forest?
So maybe that kind of camera movement is possible after all 😅 I'll see when I get there!
My next task for the #game is... to think about what the next tasks are 😁
My focus is to release a first playable version. What is mandatory for that? What can wait for later?
What do you think, what would you want first, as a player?
(see other #poll next)
I'm interested to know, what would you want the most, as a player? Knowing that each additional feature pushes the release date 😅
Also interested of course to know if you have other ideas, let me know!
I didn't wait the end of the poll to implement "lift/manipulate" which I think is among the most critically needed... and received the least votes 😁
https://mastodon.gamedev.place/@youen/116642965349107977
But I realize that I didn't manage to give enough context, mastodon is a difficult format.
Anyway, thanks for your feedback! I see there is no very clear trend, excepted maybe the most wanted "Plot and/or objective to follow", which honestly is not the easiest 😅 I'll see if I can do (the beginning of) something 🤔
Which brings me to another subject... how do you discuss the #story of an upcoming #game, we could say in "#EarlyAccess"?
This would obviously spoil all players that read about it before playing...
@lenzj interesting... That would be the best way to spoil a lot of things I have in mind so far 😅
Maybe I could instead talk about what the player knows quickly at the beginning of the game: the player character has lost all personal memories (I know, this is really not shining with originality, sorry about that!)