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Posts by Marcus "Serith" Andersson

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This is what the level scene tree is currently looking like, it can get pretty overwhelming to work with manually.

2 months ago 0 0 0 0
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Working on a custom level editor to automate a lot of the behind the scenes layering that we're currently doing manually. Very early version, but got custom brush sizes done, painting, clearing as well as an undo / redo cache done πŸ’ͺ

#GodotEngine #gamedev #MMORPG #RPG #indiedev #2d #pixelart #devlog

2 months ago 10 4 1 0
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New year, new stuff. Let's kick it off with something simple, like modular waterfalls to make level design easier 🌊

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3 months ago 12 2 0 0

It's visually quite different from the perspective and dimensions we're using, but feel free to add me on Discord if you want to chat more about it @ serithcalvayn

8 months ago 0 0 0 0

Feel free to add me on Discord, serithcalvayn

8 months ago 1 0 1 0

Thanks for the input, I made some additional changes, check them out:

8 months ago 1 0 1 0
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Final iteration with all the previous feedback taken on board, as well as water ripples added for that extra immersion. Changed the visibility of the water reflection to gradually fade out the deeper the water.

#GodotEngine #gamedev #MMORPG #RPG #indiedev #2d #pixelart #devlog

8 months ago 16 5 0 1

Thanks for the feedback! I made some changes, what do you think now?

8 months ago 0 0 1 0
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I received some feedback on the reflection and water depth effect that I feel like I've addressed and fixed, it looks a lot better now in my opinion. Would you agree?

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8 months ago 28 4 1 1
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I'm cooking right now, but I really need some feedback on the water depth & reflection effects.
Once I'm happy with it, next steps would be to add a ripple effect around the player along with a water trail.

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8 months ago 14 5 2 0
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πŸ‘€

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8 months ago 16 3 0 0
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And finally, a behind the scenes look where you can see how the logic works on the server to the left and how the clients see it on the right.

Pretty happy with the result!

#GodotEngine #gamedev #MMORPG #indiedev #2d #pixelart #devlog

10 months ago 7 3 0 0
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I kept the Context Based Steering for some more advanced combat behaviours, in this example you see it used to circle the player and keep a set distance in between attacks.

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10 months ago 6 2 1 0
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After some further testing I changed chasing to use navmeshes instead, seemed more effective.

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10 months ago 7 3 1 0
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I had previously posted this on Shitter before moving over to Bluesky and wanted to share how I've setup enemies to work. Here you can see the Context Based Steering behaviour in effect.

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10 months ago 12 5 1 0
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Added an item flash when an item is moved in the inventory to improve visual feedback. Also took the liberty to show the rotation of an item since I forgot to include it in a previous clip~

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10 months ago 8 3 0 0
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Added a nice little UI effect for gaining a new item! ✨
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10 months ago 17 3 1 0
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Haven't updated in a while, I've been working hard with the item system and inventory. I've added the ability to rotate items and drag an item ontop of others to swap their positions. 108 hours later, I can finally move on to other tasks! πŸ₯³
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10 months ago 10 5 0 0
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Rarity indicators added, at some point I might turn them into gradient colors and maybe even add some particles or shaders to the more rare items. Just need to make items rotatable now and I can move on to something other than the inventory!
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11 months ago 12 3 0 0
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I decided that the inventory needed some big overhauls. Equipped items now disappear from the backpack, items can be different sizes and can be moved around and sorted as you want. Next I'll make them rotatable as well as add rarity indicators.
#GodotEngine #gamedev #MMORPG #indiedev #2d #pixelart

11 months ago 7 3 0 0
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Here's the latest update to the map. Some new tiles added and color palette updated to match our vision a bit better.
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11 months ago 21 3 1 0
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Last update to the inventory in regards of picking up or dropping items complete, took a long time and several code refactoring to get it right in the end. Very happy with the result!
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11 months ago 12 4 0 0
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Almost done cooking with the item system! Going to finish the drag & drop mechanic and some visual bugs with the bottom left stats in the inventory, then we can move on to other focus areas πŸ‘€
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1 year ago 11 2 0 0
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Someone asked what the difference was between walking over an item and the vacuum effect, which made me realize my radius was way too small. Here's what it looks like with a much larger radius (slightly exaggerated to show the effect better).
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1 year ago 5 1 0 0
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Added a vacuum effect that picks up item on the ground automatically! In the future this might be toggleable to allow manual item pick ups, as well as some kind of loot filtering system added to it.
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1 year ago 9 4 0 0
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You may or may not be getting bored of seeing items spawning by now, but I'm pretty happy with the final result. Items are now spawned with the item data connected to them. All that's left is to add a way to pick them up from the ground!
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1 year ago 14 4 0 0
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Added some juice to items dropping.
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1 year ago 16 4 0 0
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It doesn't look like much yet, but the framework for spawning items on the ground or dropping items from mobs or players is working better than expected. Going to add some juice to it next time!
And yes, I will stop using the old test level soon πŸ˜…
#GodotEngine #gamedev #MORPG #indiedev #2d #pixelart

1 year ago 11 3 0 0

My current server hardware is one of the cheaper options - only 1 vCPU, 2 GB of memory & 2 TB of outbound data transfer a month. Increasing it to a multithreaded server alone would significantly lessen the load that each player requires.

1 year ago 1 0 1 0

I haven't done extensive stresstesting to be able to know for sure, but each connected player is about a 1.2% CPU increase and barely affects memory at all. I'm self hosting the server on a DigitalOcean droplet, so it's very scaleable when the time comes to upgrade the hardware.

1 year ago 1 0 1 0