While the change was mostly for ideological reasons, it does help Godot's tooling does line up better with what I wanna do.
That said, features in an engine are mostly a suggestion, people should be more open to experimentation lol
Posts by Fábio Fontes
Well, this is a sequel and the first one was made in gamemaker of all things, so it sure ain't harder than that lol
As for readability, it can help, but there are methods that can apply to most art styles, like having slightly higher saturation on stuff you want to be more noticeable.
Hey, thanks. The engine's Godot, as for the visuals I'm not sure "materials" is the right term since I'm ditching the default matcaps in favor of custom shaders, but I guess the end-result's cel-shading just the same lol
Oh yeah, also got custom decals going on them dummies. Really gotta re-implement the vehicle menu so I can add decals there too
"Well, spending a week out, probably won't be able to do much on the laptop."
... then I proceed to re-implement most of the character creator and oh yeah, the bike's back! Not bad! #gamedev #indiedev #indiegame #godot #linux
Now that walls are working (still need work, I know), figured I'd add more along the track to spruce things up a bit. Along with something else that for now does fuck all (not even collisions), but... if you know, you know! #gamedev #indiedev #indiegame #godot #linux
Funny, an interaction like this is what led me to make it "fasts" in the first game, which I'm afraid I'll keep consistent in this sequel. Before that I was just going with metric lol
Still needs unjankening, but them walls are better integrated into the environment. Oh yeah, boost pads/ramps are back in too, that feels important. #gamedev #indiedev #indiegame #godot #linux
Yay, garage. Also started re-implementing character customization. A "randomize" function's as good a start as any, since it gives me most of it working off the bat! #gamedev #indiedev #indiegame #godot #linux
Figured I'd be able to re-implement wall-riding pretty quick-ish. Pretty crude for now, but not bad for an afternoon I suppose. #gamedev #indiedev #indiegame #godot #linux
about time I go back to working on this, but yes
Took me long enough to implement billboard effects, specifically in a queue to keep track of everything. Dust puffs are as good a test as any innit. #gamedev #indiedev #godot #linux
Still needs drift sparks, but at least got that dust flapping in the wind. Oh yeah, finally got around to sort out a minimap, that'll be useful. #gamedev #indiedev #indiegame #godot
old-school duplicated mesh with inverted normals. Takes a bit more setup per model, but it gives you all the control you need
Needs them drift sparks, dust flying all over the place and that bottom-left corner absolutely needs a meter... but hey, drift boosts are back in! #gamedev #indiedev #indiegame #godot #godotengine
while true, I'll take the slap in the face over the kick in the balls lol
... nah, think I'm staying with AMD
Bit more sprucin' up the environment, made the track change orientation and mirror at random for diversity, and added them billboards which adjust if the track's mirrored. Not much progress since the last post but hey, chuggin along. Should work on effects now? #gamedev #indiedev #indiegame #godot
While I don't wanna devalue the exp I got having to do some stuff from scratch back in gamemaker (like telling it how to import models...), it's... nice to not have to still do that. Of yeah, no mandatory logins to use my tools are also nice lol
oh don't worry, effects are next lol
oh, but it will be lol
Well, that track's lookin' alright. At least alright enough to toss gameplay bullshit at it, I suppose. #gamedev #indiedev #godot #godotengine
Messin' a bit more with controlling that dummy. Added a bit of a lean when turning, and been playing a bit with inverse kinematics. Those'll be useful to keep them hands on that steering wheel innit. #gamedev #indiedev #godot
Well, making him slide along the ledge was easier than making the animation for it lol
Able to do platforming, considering what I'm making that guy for doesn't even require jumping lol
eh, I'll take it lol
Only works reliably with wide ledges though, still gotta do tests with narrow protrusions lol
Does this guy need full platformer controls? Probably not. Is it detrimental for what I need of him? Not really. Figuring out ledge-grabbing was easier than I expected, though! #gamedev #indiedev #godot