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#Oneirality

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Got around to working on enemy vision and behavior!

It was pretty much taking what I did on #Oneirality and working it into a 3D space, but it feels more satisfying in first person.

#Godot #FPS #gamedev #indiedev

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I'm not used to openly posting thoughts, but in terms of gamedev I'm feeling lost rn. Though I'm happy with the progress of #Oneirality, I'm not feeling that satisfied with it

I know it's perfectionism/burnout but I want it to be the best it can be and meet the vision I had (1/2)

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The player and two shadowy figures in dialogue.

The player and two shadowy figures in dialogue.

A hallway with the floor missing large portions of boards, and a wall that leads into a dark void.

A hallway with the floor missing large portions of boards, and a wall that leads into a dark void.

Blockout of an area in level 1.

Blockout of an area in level 1.

ditto.

ditto.

Progress :)
Polished the intro level and began blocking out the first gameplay level

#gamedev #indiedev #godot #oneirality

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Added env_soundscape, which fades an ambience track when the player enters and exits an area, based on the Source Engine entity of the same name.

Also working on props to add level details :)

#gamedev #indiedev #godot #oneirality #screenshotsaturday

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Worked on functions that can be called by dialog scripts to perform actions such as moving the camera to positions and screen transitions.

#gamedev #indiedev #godot #oneirality

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A screenshot of a small room with placeholder textures (grey checkered floor and orange walls) in the godot scene viewer.

A screenshot of a small room with placeholder textures (grey checkered floor and orange walls) in the godot scene viewer.

Another thing I've gotten started on is blocking out the layout of actual levels. This one is for the intro level.

#gamedev #indiedev #godot #oneirality

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Been experimenting with a bloom effect using the WorldEnvironment node.

#gamedev #indiedev #godot #oneirality

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A WIP savefile menu + update to the canopy tiles to include an overhang over wall tiles and pipes!

#gamedev #indiedev #godot #oneirality

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Good news: I've finally made the complete jump to using Linux Mint from Windows!

Bad news: I forgot to make a copy of my Kanri board for #Oneirality before doing a clean install, so I don't know what things I wanted to work on after my current tasks are completed 🫠

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On the less flashy side of development, I worked on implementing visual settings to change the display settings.

#gamedev #indiedev #godot #oneirality

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For my last gamedev post of this year, I finished the ability to disable nearby light sources that the player normally can't in order to stealth around enemies.

I look forward to the new year, as I got a lot planned to accomplish!

#godot #gamedev #indiedev #oneirality

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Trying to remake the bottle projectile for one of my enemies. As a joke, I made the bottle spawn an explosion on contact...

#godot #gamedev #indiedev #oneirality

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Expanding on the investigate behavior by adding a helpful tool to lure enemies away with sound.
* Enemies now search the nearby area
* Hurting enemies while in cover will make them investigate where it came from

#godot #gamedev #indiedev #oneirality

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I also finalized the radial menu! Now with sounds and return value functionality (though they're all the same ability so you're just gonna have to use your imagination lol)

#screenshotsaturday #godot #gamedev #indiedev #oneirality

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This #screenshotsaturday I started work on re-implementing my NPC investigate behavior.

#godot #gamedev #indiedev #oneirality

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I'm late for screenshot saturday, but I've been working on implementing a radial menu for quicker access to abilities.

#godot #gamedev #indiedev #oneirality

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Reimplemented my control settings menu!

#godot #gamedev #indiedev #oneirality

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I looked to Valve's Source Engine as a reference on how to create a framework that could streamline development

Which boiled down to components/entities that can be reused and pieced together through signals, such as spawner entities for NPCs and objects

#godot #gamedev #indiedev #oneirality

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(Ditto) The lighting looks so much cooler and dramatic.

#godot #gamedev #indiedev #oneirality

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I realized just how much technical debt I had accumulated for Oneirality. I chose to restart my project early this month

Recently, I redesigned my visibility system to use Godot's point light nodes, and added a Thief-like visibility meter

#godot #gamedev #indiedev #oneirality

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The railway platform in game.

#gamedev #indiedev #godot #oneirality

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My previous level is at a stage where I can call it done, so I'm getting started on blocking out the next level.

#gamedev #indiedev #pixelart #oneirality

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Preview
Weighted Drop System | A personal blog Changing how supplies are given to the player

I updated my dynamic loot system to use weights, so that the player will get items they need the most. I wrote a devlog about it here: joshulties.neocities.org/weighted-loo...

Give it a read if you're interested!

#gamedev #indiedev #godot #oneirality

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WIP exit level cutscene

#indiedev #gamedev #oneirality #godot

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The turbine in game.

#gamedev #indiedev #oneirality #godot

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Does this look like a turbine? My current level has a power station, so I need to furnish it so it doesn't look empty. I also used this stock image as reference.

#gamedev #indiedev #oneirality #pixelart

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One of the things I did when I added "soft collisions" was create office chairs that the player and enemies can push around when they walk into it.

#gamedev #indiedev #oneirality #godot

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Enemies can investigate noise and search the area if they lose track of the player.

To inform the player about enemy behavior, I also added a emote text component all enemies use!

#gamedev #indiedev #godot #Oneirality #screenshotsaturday

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Recently I've added a level transition screen! It feels a lot nicer than the screen freezing up on the last frame between levels (as I've learned from my demo).

#gamedev #indiedev #godot #Oneirality

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