By the way I just searched it up and apparently this technique is called “Time Slicing”!
Posts by jess::codes
Currently I have it so that only 4 columns of tiles (4x32) are placed per frame - which is much easier for the game to process. I’m sure there’s other ways to improve performance too but this is what worked for me
In my game the chunks are quite large (32x32 tiles) and placing all the tiles in the chunk at once was causing frame stutters. To solve this, I use “await get_tree().process_frame” to distribute the tile placement across multiple frames.
Heya, so I use two strategies to help performance. First, I offload noise generation (like heightmaps) to a background thread. Wish I could offload the tile placement to a background thread too, but any edits to the current scene tree must occur on the main thread.
It’s not a frame-by-frame animation, instead I used a shader!
Thanks!! Unfortunately localisation is not a high priority for me right now (I’m just focusing all my effort on finishing the game first 🥲), but maybe some day in the far future!
Fountain area update :)
Thanks for your generous offer and so glad to hear you like the game so far :) Not looking for any help with the marketing right now though, sorry!
Thankss, not really any plans for the next vid yet as I’m focusing all my effort on developing the game for now. But I’d like to make a video focusing on procedural generation at some point
Not really, but hopefully next year sometime
New plant shop building
erm sure, my email is jesscodesyt@gmail.com
Here’s my process of drawing this sand texture!
I use Aseprite :)
Here’s an after and before of the pottery shop, still a ways to go but it’s nice to see progress
Progress of the main menu so far - managed to record a bit of a timelapse
finally fixed this pesky bug where sometimes chunks just wouldn’t load. All I had to do was remove a single line of code lol
Will miss exploring the void tho
Wow, very nice :D
Thank you! I do the assets, it takes ages :’)
If you want to credit me as jess::codes that would be lovely, but it’s not required!
And yes, you may use the shader in your game that you sell
Ok so when I updated it to Godot 4.4 it worked fine - but the comments were broken so I fixed those up. I also made some performance improvements and cleaned up the layout in general so feel free to take a look!
Ah, it was made in Godot 4.2 so I wouldn’t be surprised if updating broke some things! I’ll take a look and see if I can publish a fix for Godot 4.4 :)
Entrance to the greenhouse
Fun fact I modelled the house in Tiny Glade to use as reference, it was very helpful for trying different roof shapes! Might start doing this for my other buildings too
🌻
Yes and no, the wall tiles are generated using pre-determined layouts that I made but their locations in the world are procedural
Ruins can now spawn :)
Thanks! Yeah it’s all manually drawn - to help save time I only have the 3/4 view for now. Another thing is the bangs and long hair are seperate sprites, allowing for more hair combinations with less effort
WIP character customisation!