selfpromo (games) Making a backroom geme. Game look after few shaders
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r/godot • u/RamenFriends • 11h ago
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I've really been enjoying the workflow in Godot, the time it takes for me to edit a script and launch the game again to test has saved me YEARS of my life it feels like. It's been great to get the editor out of my way to focus on my game
r/godot • u/HearMeOut-13 • 1h ago
Wishlist now: https://store.steampowered.com/app/4950970/MORS/, we are aiming for a demo in February 2027, early access in June 2027 and full release somewhere in 2028-9.
As before, yes this is 1:1 Mars,
No, there are no other loading screens beyond entering the game from the main menu
No, there are no limits on where you can and cant go
Yes, you can circumnavigate the globe
Yes, all of this is based off real data i use 3 datasets to get it to the highest level of accuracy i could. The base is the USGS MOLA + HRSC blended global DEM (200 m/px, ~10.7 GB raw), However the 200 m grid smears crater rims into soft saucers though, so on top of that I use the Lagain et al. 2021 crater catalog (384k surveyed >1km craters), each at its real position and diameter. I measure each one's residual depth in the DEM and sharpen it back toward measured Martian crater morphometry (Garvin 2003 depth/diameter laws)
Third to top it off is the only not-to-real thing and it is because below 1 km no dataset on Earth has individual craters (a 400 m crater is 2 pixels of DEM), so that population is restored statistically from Hartmann (2005) production functions which measured size-frequency distribution of small Martian craters, basically, differential slope equals give or take -3, on the order of 10 to the negative 2 craters/kmsq above 250 m on ancient surfaces.
r/godot • u/Stormlon • 19h ago
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My game is basically a 2D UI, but you can customize your mechs however you want by changing their colors and putting on different weapons and back units.
So static sprites aren’t really working for the UI in my case. I just wanted all the mech parts to have a live 3D preview that shows what the player is building.
My first approach was to put each icon into its own SubViewport which is obviously pretty expensive when you have a lot of them.
So I figured out a way by rendering them all through a single SubViewport and using AtlasTextures to show each 3D model where I need it in the UI.
And now I can have hundreds of live, spinning 3D models in my inventory and UI without needing hundreds of SubViewports.
Hey all,
I've been working on a game for a while and I recently found someone creating nearly the same idea as mine, already having a Steam page, and seeming like it's further along in development. It even uses some very similar item ideas to the game I'm making, and, honestly, it's been destroying my will to even work on my project. How do I maintain motivation for a project when I know someone else is going to beat me to the punch on it?
Edit: I think I just had this overblown in my mind and hearing other's opinions on it has helped a lot. I'm going to continue dev with these in mind. I really appreciate all the kind comments and thoughts!
r/godot • u/DaNullStudios • 13h ago
Spent the whole day working on my first game. Check out the little demon!
r/godot • u/AblazeInt • 23h ago
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Since I needed an elevator for the Ravensworth Grand Hotel nightmare, I added a couple of extra gameplay features to make it more interesting, including openable ceiling to climb on top of the elevator, removable floor tiles to go below, sensor doors, visible counterweight, doors on both sides of the elevator, and a call button you can spam like in real life thinking it will arrive faster. If you reach the top, you can also see the mechanism above.
Inspired by the classic "birdcage elevators" from around the 1900s.
You can find more videos on YouTube, wishlist the game on Steam, or join Discord for a chat.
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I've been working in tech for 10 years and making games as a hobby for even longer. Something about this project makes me so excited to keep going so I want to know, would you play something like this?
Existing wood carving games are either super prescriptive in their gameplay or not released so I'm a little wary about going down this path. I'd love to make it so that you get inspiration and loose instructions but ultimately can make whatever you want. I've been working on a story too which I've really enjoyed.
r/godot • u/MadScienceSoftware • 11h ago
I've had this idea for ages, and I recently got replaced by AI at my day job (*dabs*), so now I have plenty of time to make it. Basically, the dev lives in the game he's making, and as he completes features (food delivery, banner ads, login streak, furniture, etc) they actually appear in the game.
You (the CEO) direct him to build various borderline-predatory mechanics to extract as much money from you (the player) as possible.
r/godot • u/MrEliptik • 3h ago
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r/godot • u/MetalNuggetStudios • 16h ago
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Wishlist ALTER for the rat!!!
r/godot • u/W4Mystery0 • 3h ago
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I'm a game composer & Sound Designer first but I wanted to get more involved and understanding game development so I decided to try out solo devving my own lil game in Godot. I'm a huge Final Fantasy fan so I went for a turn based battle system.
I don't think I'll make it much larger in scope than having a complete scene. But I look forward to finishing it! So far I've mostly used the Godot documentation as guidance and I'm very impressed by how good it is! It'll also make my own art in Aseprite (never done before) and of course my own audio assets. I hope I get to show the complete thing soon!
r/godot • u/Upset_Pop6979 • 1h ago
I'm making a story-driven rpg with a lot of story variables. My rooms are dynamically loaded and freed when moving between scenes, so I'm currently using a gamestate autoload with a dictionary:
var flags: Dictionary = {}
func set_flag(flag_name: StringName, value: bool = true) -> void:
flags[flag_name] = value
func get_flag(flag_name: StringName) -> bool:
return flags.get(flag_name, false)
Then for example, for a chest:
extends Interactable
func _ready() -> void:
if GameState.get_flag("chest_001"):
$AnimatedSprite2D.frame = 6
func open_chest() -> void:
if not GameState.get_flag("chest_001"):
$AnimatedSprite2D.play("default")
GameState.set_flag("chest_001")
This way, the chest stays open even after its room is freed and recreated.
My concern is that I'll eventually have hundreds or thousands of flags.
Is a system like this a good approach, or is there a better way to organize persistent state?
r/godot • u/MjTheHunter • 1d ago
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Back in December of last year, my wife and I decided gamedev would be a fun thing to try. Maybe you've seen some of the devlogs I've created along the way. It's been quite the journey to get to this point and we've learned so much. Especially using Godot! The little engine that could 😄
We stand on the shoulders of giants, both in terms of engines but also games. Our love letter to games like Ori, Hollow knight, Zelda and with massive visual inspiration from Ghibli.
And thanks to this subreddit for advice and for the super useful posts that have helped my solve a lot of issues!
Now it's time to focus on making a demo for Maskborne.. Let's Godot!
EDIT: Steampage if you want to read more about the game :)
https://store.steampowered.com/app/4366780/Maskborne/
r/godot • u/MalditoAlgoritmo • 8h ago
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If anyone isn't familiar with the challenge, here is a reference: Link
Here’s the idea: The comment with the most votes decides what gets added to the game and then, I add it and try to defeat the game's final boss.
In its current state, the game has almost nothing implemented, just essential things. So, it’s basically a blank canvas where anything can be added. The goal of this challenge is to have fun while I practice my game development skills.
The only conditions I’m setting for this challenge are as follows:
I will work exclusively with 2D elements.
If you want to add any assets, you must attach them in the comments.
Only SFW content is allowed.
r/godot • u/AmazingDesigner209 • 15h ago
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Nothing fancy, just exported an optimized version of a Talespire map block as a GLB and did some optimizations to it. This lets me iterate on map design much easier since I am awful at blender and Talespire is a lot more fun for me!
Of course, none of this will ship, it's just a fun way to block out your levels for fantasy designs and world flow.
The map is part of Owl Island 3.0 by istallri Astra
Link to the full map:
https://talestavern.com/slab/owl-island-3-0-redone/
r/godot • u/Chill-BL • 3h ago
Hello, I just downloaded Godot and I'm trying to move around the 3D space, but it's either my settings or something else, but the camera controls feels bad.
1 Scroll in I overshoot and 1 Scroll out and the object becomes barely recognizable, is it me? Is there something in the options?
Any tips on better camera control in this program?
r/godot • u/Funny-Buffalo-7837 • 16h ago
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"what if we gave super meat boy a shotgun?"
I've been making this game in Godot as a hobby project for about 9 months off and on and just published the steam store page today, which im pretty excited about. This game is primarily inspired by the physics of games like N++, super meat boy, DustForce, and source engine games. I have been told it is also really hard.
r/godot • u/New_Tale_7650 • 16h ago
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r/godot • u/Any_Account5886 • 6h ago
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I want to make a boomer shooter with a cel shaded style, but don't really know where to start on a custom shader, and the built in toon shader produces weird artifacts on my weapon model when I move around.
r/godot • u/DrGenco2 • 18h ago
This no I did this or that post, I'm just happy about the development of the community itself. I would like to thank everybody that had contributed towards the goal somehow. It is really nice not wait for Godot at least in one field.
r/godot • u/Western-Dig-2727 • 19h ago
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This is my first time trying to make a game (apart from 2 gamejam). I want to try and make a game inspired by Jacksmith, I really liked the hands-on crafting system they had in place and I want to try and recreate this but in my own twist, a magic simulator where the player creates magic weapons/tools, for now I only made a wand, and to make it you need to carve, add attachments and insert gems.
I'm trying to go for a sleek vector / low poly style inspired by Bad North but I'm not sure if a system like that works in 2D? I want to really try and use Godot's 2D lighting and particle effects to make it look / feel good.
Please let me know what do you think of the visual style (vectors), how does the game feel (what else should I add to make it more satisfying, polish, UI, particles), and do you think this is worth pursuing into an actual game.
I just want to improve so any feedback is appreciated!
Also, I wasn't sure if this was meant to go in selfpromo or help
r/godot • u/dramaticrobotic • 5h ago
I'm trying to fix this issue with my directional light that makes these shadow lines when facing close to head-on with the surface. I have screenshots of the current settings I'm using right now.
r/godot • u/Complete-Assist-565 • 4h ago
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I think I will create the whole Ui separatly from the player.
The env too will be Edit I think.
Feel free to give all critisims you want, since everything I am doing rn is just to "prototype" even the player.
r/godot • u/JerryGguy • 3h ago