Advertisement ยท 728 ร— 90

Posts by ByteSeb

Video

I thought my UI looked a little bland, so I added this glow effect when the cursor gets close to clickable UI objects!
You can change the intensity, mask and color. It's subtle so it doesn't compromise on contrast. What do you think? ๐Ÿ‘€

#gamedev #indiedev #indiegame #solodev #godot

3 days ago 16 4 0 0
Video

Working on new textures! Procedural materials save so much time!
#gamedev #indiedev #indiegame #solodev #godot

1 week ago 18 5 0 0
Video

Enemy pathfinding now works in procedurally generated streets and buildings! #godot already takes care of merging individual NavigationMeshes, so it works great.

#gamedev #indiedev #indiegame #solodev

2 weeks ago 14 3 0 0
Video

I'm considering changing the procedural generation so that it arranges buildings in stacked floors originating from a main pillar. Like a tree.
It makes traversal more interesting, but I don't know if it looks too unrealistic or makes the layout more confusing
#gamedev #indiedev #indiegame #godot

2 weeks ago 10 4 0 0
Video

I'm working on interiors and new furniture!.
The player can now sit on couches and toggle a first person camera as a small immersive detail.
#gamedev #indiedev #indiegame #solodev #godot

3 weeks ago 14 4 0 0
Post image

I recently posted my survival game's first devlog and I think Youtube is trying to send me a message lmao
#gamedev #indiedev #gaming

1 month ago 6 3 0 0
Video

Creating more building designs with more elements like stairs, pipes and balconies!
#godot #gamedev #indiedev #indiegame

1 month ago 15 3 0 0
Video

Experimenting with floor procedural generation. I can make complex and layered surfaces easier. Like canals, tunnels, alleys or surfaces with different heights.

#gamedev #indiedev #indiegame #godot

1 month ago 13 2 0 0
Advertisement
20 Months Solo Developing a Godot Survival Game | Project Shutdown
20 Months Solo Developing a Godot Survival Game | Project Shutdown YouTube video by ByteSeb

I released the first devlog! This video summarizes the game's progress and main mechanics added over the past 20 months!:

youtu.be/TUz2-Boqe5I

#gamedev #indiedev #indiegame #godot

1 month ago 16 4 1 0
Video

Experimenting with different building designs and prefab based procedural floor generation!
#gamedev #indiedev #indiegame #godot

1 month ago 12 3 0 0
Video

Enemies will now use a utility scoring system to know what is the best item for a situation.
They can detect dropped items and steal from containers. It means that they can use your own items against you during a raid.

#gamedev #indiedev #indiegame #screenshotsaturday

1 month ago 11 2 0 0
Video

I used the environmental interactions system to add vertex displacement to the water! The player and props can interact with it
#gamedev #indiedev #indiegame #godot

2 months ago 14 2 0 0
Video

I've implemented an environmental interactions system. It will be used to let the player interact with sand, snow or mud caused by weather changes!
It supports many characters and props. So far, performance is pretty stable even with many instances.
#gamedev #indiedev #godot

2 months ago 18 2 0 0
Video

Grass now reacts to player movement! This works for any type of foliage, including plants.
The weather can change the wind direction and strength as well.
#gamedev #indiedev #solodev #godot

2 months ago 21 3 0 0
Video

I've improved the procedural generation algorithm to support modular steps with custom logic.
Buildings now spawn dummy buildings below to act as support, preventing floating buildings.
Saving the game will now save whether a connector was open or closed!
#gamedev #indiedev #godot

2 months ago 9 2 0 0

Thanks!

2 months ago 0 0 0 0
Video

The game uses procedural generation to build the map. This allows quick iteration, variety, replayability and ensures each player has their own version of the city, with different layers of indoors, outdoors, resources and vertical elements!.
#gamedev #indiedev #godot

2 months ago 6 3 1 0
Post image

The clouds are back!
#gamedev #indiedev #godot #screenshotsaturday

3 months ago 10 2 0 0
Advertisement
Video

Began work on the player cover system! It has cover snapping, handles corners smoothly and there are transitions to other states to make it dynamic and smooth!
#gamedev #indiedev #godot

3 months ago 12 2 0 0
Video

Enemies can now take cover based on how close it is to them, whether it's taken by someone else or whether they're exposed to the player.
I want the game to have destructible cover to force the player and enemies to find new positions.
#gamedev #indiedev #godot

3 months ago 7 3 0 0

Enemies have multiple hurtboxes. When you shoot one, it applies an impulse to the corresponding PhysicalBone3D.
When enabling ragdolls, I use PhysicalBoneSimulator3D and tween the influence.
And when the velocity of the hips bone stabilizes, I cast a ray downwards and readjust the position.

3 months ago 1 0 1 0
Video

Enemies can now enable ragdoll physics and recover when they've stabilized after being shot or hit by an explosion.
I wonder if I should make them attempt to balance themselves.
#gamedev #indiedev #godot

3 months ago 8 3 1 0
Video

You can now save and load the game!. This was harder than I expected and a huge milestone.
It supports saving the player's stats, inventory, placed structures, time, weather, status effects, ammo, tracked quests, zone and enemy status and even game settings.
#gamedev #indiedev #godot

4 months ago 13 3 0 0
Video

The title and loading screen are now functional! The game loads scenes using threads to prevent freezing.
The background and description text can be changed, so it can adapt to the current zone you were at and show those classic tips.
#gamedev #indiedev #godot

4 months ago 15 2 0 0
Video

Stress testing the game by adding 1000 buildings. It still manages to run above 100fps at 1440p.
Due to the shared materials most buildings will have and the merged meshes/collisions, the draw call count is extremely low.
#gamedev #indiedev #godot

4 months ago 22 3 0 0
Video

I've been busy working on the game's modular kit and the saves system. So far, it's been quite successful!.
I'm also thinking about starting a devlog series explaining each of the game's systems.
#gamedev #indiedev #godot

4 months ago 8 2 0 0
Video

Now you can drag and hide enemies in containers so their teammates won't see them.
The patrol pattern has been improved, allowing enemies to sometimes pick random search points and not just the closest one.
#gamedev #indiedev #godot

5 months ago 10 4 0 0
Video

I added subtle physics animations when gliding by using SpringBoneSimulator3D.
The weather system now loads the next weather type in the queue by using threads, getting rid of the stutters and making transitions seamless.
#gamedev #indiedev #godot

5 months ago 11 4 0 0
Advertisement

Thanks for the idea! I can add subtle physics simulation to make it react to the velocity as well.

5 months ago 1 0 0 0
Video

I'm redesigning the map from scratch to better suit the new traversal options and other systems.
You can now glide, climb and wall jump. The animations still need some polish, but it's functional.
#gamedev #indiedev #godot

5 months ago 9 2 1 0