Playing with physics and water. With no particular purpose yet, just testing everything works so far.

#Engineer #GameDev #Gaming #IndieGame

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!

#GameDev

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.

#GameDev #Contraptioneer

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...

Modifying a #shader depending on render quality is also going to add some difficulties with the options menu. I haven't seen anything built into #Godot to handle this. I suppose I'll have two shaders (including the same shared code), and I'll need to assign the right one to materials at runtime.

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?)

#GameDev #IndieDev

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.

#Contraptioneer #GameDev #IndieGame

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!

For now, I will put these environment improvements aside, and focus on the construction gameplay again. I hope to be able to release a first playable version "soon" 😅 Will probably be more a technical demo, with little content for now.

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)

#GameDev #GameDesign #IndieGame

Shovel and/or drill part to dig the ground
30.4%
Possibility to lift/manipulate machines by hand
13%
More construction parts
17.4%
Resource system (gathering, refining, build costs)
39.1%
Poll ended at .

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!

#GameDev #GameDesign #IndieGame #Poll

Survival mechanics
25.8%
Plot and/or objective to follow
41.9%
Buoyancy and/or interaction with buildings (dams)
16.1%
Wildlife and/or robot enemies
16.1%
Poll ended at .

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...

#GameDev #GameDesign #IndieGame #Poll

Don't speak publicly about the story
14.3%
Use CW (early access is spoiling it anyway)
57.1%
I don't care being spoiled, discuss what you want
21.4%
Other (let me know!)
7.1%
Poll ended at .
@youen Talk about the backstory instead. What about the character led up to the point where your game starts.

@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!)