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I Added a New Type of Map that is Entirely Flooded / Penitent Devlog 19 

devmar
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6 сен 2024

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Комментарии : 94   
@user-ns1nn6nl3j
@user-ns1nn6nl3j Год назад
hey devmar! you actually can achieve reflections and transparency by using the screen texture, and blending it with the color of your water. you essentially redraw what what be under the water, on the surface of your water. here is my shader that uses it (it relies on getting time from a script so that the time stays in sync with the game): shader_type spatial; uniform vec3 albedo : source_color; uniform vec3 albedo2 : source_color; uniform float metallic : hint_range(0.0, 1.0) = 0; uniform float roughness : hint_range(0.0, 1.0) = 0.02; uniform sampler2D texture_normal; uniform sampler2D texture_normal2; uniform vec2 wave_direction = vec2(2.0, 0.0); uniform vec2 wave_direction2 = vec2(0.0, 1.0); uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025; uniform sampler2D wave; uniform float noise_scale = 10.0; uniform float height_scale = 0.15; uniform vec4 color_deep : source_color; uniform vec4 color_shallow : source_color; uniform float beers_law = 2.0; uniform float depth_offset = -0.75; uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; uniform float edge_scale = 0.1; uniform float near = 1.0; uniform float far = 100.0; uniform vec3 edge_color : source_color; uniform float wave_time = 0.0; varying float height; varying vec3 world_pos; float fresnel(float amount, vec3 normal, vec3 view) { return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0)), amount); } float edge(float depth) { depth = 2.0 * depth - 1.0; return near * far / (far + depth * (near - far)); } void vertex() { world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; height = texture(wave, world_pos.xz / noise_scale + wave_time * time_scale).r; VERTEX.y += height * height_scale; } void fragment() { float depth_texture = texture(DEPTH_TEXTURE, SCREEN_UV).r * 2.0 - 1.0; float depth = PROJECTION_MATRIX[3][2] / (depth_texture + PROJECTION_MATRIX[2][2]); float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law); depth_blend = clamp(1.0 - depth_blend, 0.0, 1.0); float depth_blend_power = clamp(pow(depth_blend, 2.5), 0.0, 1.0); vec3 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, depth_blend_power * 2.5).rgb; vec3 depth_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_power); vec3 color = mix(screen_color * depth_color, depth_color * 0.25, depth_blend_power * 0.5); float z_depth = edge(texture(DEPTH_TEXTURE, SCREEN_UV).x); float z_pos = edge(FRAGCOORD.z); float z_diff = z_depth - z_pos; vec2 time = (wave_time * wave_direction) * time_scale; vec2 time2 = (wave_time * wave_direction2) * time_scale; vec3 normal_blend = mix(texture(texture_normal, world_pos.xz + time).rgb, texture(texture_normal2, world_pos.xz + time2).rgb, 0.5); float fresnel_effect = fresnel(5.0, NORMAL, VIEW); vec3 surface_color = mix(albedo, albedo2, fresnel_effect); vec3 depth_color_adj = mix(edge_color, color, step(edge_scale, z_diff)); ALBEDO = clamp(surface_color + depth_color_adj, vec3(0.0), vec3(1.0)); METALLIC = metallic; ROUGHNESS = roughness; NORMAL_MAP = normal_blend; }
@Chevifier
@Chevifier Год назад
The bit with the water diffusing by the character using particles is such a smart way to do it that way you dont have to worry about Shader Trig math🙌
@fadofficialmusic
@fadofficialmusic Год назад
I would love to see...like.... if this game has an eagle vison (or) somethin like a Melee ?umm Like... If you seen the anime Tokyo ghoul it has a wierd thing Comin Outta your body to kill other ghouls.. since this is a demon game it will be cool to add some wierd weapons other than the guns..
@jopemeofficial
@jopemeofficial Год назад
The fact that you asked so kindly, made me subscribe haha. Thanks for the videos, mate!
@youdungoofed1
@youdungoofed1 Год назад
This should be a commercial project regardless of sub count. There is definitely a market for this style. Subbed for the dev log, amazing project.
@joelgomes1994
@joelgomes1994 Год назад
Amazing work, well done!
@pengain4
@pengain4 Год назад
I hope that your project success will be a Godot selling point for newer indies. Great job as always.
@unfa00
@unfa00 6 месяцев назад
You show some incredibly creative solutions here!
@faultboy
@faultboy Год назад
Looks great!
@andres3665
@andres3665 Год назад
The jump pose looks kinda weird, but everything is looking good. Good job.
@finixgamedev
@finixgamedev Год назад
Godot 4 is such a beast. It fooled me at first and I thought this was an Unreal 5 project. The only thing that gave it away was the Axis GUI. Good job
@ShahidSaif1997
@ShahidSaif1997 10 месяцев назад
First good-looking Godot game I had ever seen. keep up the good work.
@user-rb4mk6hk9z
@user-rb4mk6hk9z 8 месяцев назад
It'd be pretty funny if some of the rocks would move when the player turned away from them, and if they got too close would turn into some kind of enemy. Maybe a crab of sorts.
@epiccomediz474
@epiccomediz474 Год назад
Very good love Godot 4
@_gamma.
@_gamma. Год назад
The viewport workaround is so smart
@yeroboersma4845
@yeroboersma4845 10 месяцев назад
if you make a water boss, make it a large sort of hermit crab thing that has a large rock as a shell and it could rise from a central point of some sort and throw chunks of rocks as attacks and if it fires a couple itll get exposed and you can attack it and itll cover itself in more rocks to protect its soft weak insides after recieving damage
@owdoogames
@owdoogames Год назад
Making one of the most interesting games I've seen in years, and possibly the best looking Godot game ever... "I love my game dev, but it's just a hobby after all..." Meanwhile, I'm still stuck trying to get a 2D platformer working properly after 2 years.
@omc6584
@omc6584 Год назад
Pretty nice to see you are still going with your project, if i were you i would try to make the boat guy more interesting with some variable behaviors like: 1 - The driver is dead and keep revving the engine (in some cases, due to some level of premature rigor mortis and positional death, make it a low probability) going foward vanishing or being a hard catch. 2 - On all cases i would make the player have to detach the trailer manually after defeating the enemy (unless mid combat shooting or damage *collision with rocks for instance* free the load), to avoid fuel tank explosion destroying the trailer, but sometimes, just to retrieve the trailer without any hazard. Are you planning to make this boat drivable by the player? That would be another cool reason to save the boat from an explosion.
@dueddel
@dueddel Год назад
Just an awesome progress! Following you for quite a while and that's purely insane how high quality stuff you're making. I am without any doubt jealous. 😅 No, seriously, my greatest respect for all that. You're also making Godot to shine in better lights (is that what people would also say in English? … not sure, I'm a non-native speaker). Keep up the great work! 👍 (Leaving this comment for the algorithm.)
@devliakos3893
@devliakos3893 Год назад
Very nice work! The game looks amazing. A quick recommendation, i dont know if the shooting to propel the player upwards will work in a third person shooter, it is very good to have in for example a 2d shooter platformer where the movement of such mechanic is very predictable but it will be a bit akward to get the correct angle to make a jump in a third person shooter. In my opinion a jetpack which you acquire as an upgrade will be a better option and you can also use it to block certain areas , for example a very high or long jump which needs the upgrade to go there so you will have to come back when you have it. But thats just my opinion, continue the good work on this game i think it has potential!
@actualdevmar
@actualdevmar Год назад
I dont know if it will work either. I just thought it would be cooler and more challenging than a regular jetpack or some such - those are so tired. It plays well although i think i will reduce the backward recoil as it makes things a bit too difficult. I will also probably limit this mechanic to bigger guns.
@djmaesen1086
@djmaesen1086 Год назад
great work! subbed
@ianrhys
@ianrhys Год назад
I've made up my mind. My next project will be in Godot 4. Thanks for this insane demo bro.
@GameUnion
@GameUnion Год назад
You are mad scientist (in a good way)
@SimonSlav-GameMakingJourney
The "Recoil jump" looks kinda weird :D like the character was very light, maybe try rocket jump/grenade jump? You could throw a C4 and detonate when you're above it.
@CampingTentStudios
@CampingTentStudios Год назад
Subbed, looks creepy. Like the rework on that spider looks scary :)
@hoppalapasam53
@hoppalapasam53 Год назад
Bro this is growing insane, it's amazing.
@alexanderhuliakov6012
@alexanderhuliakov6012 Год назад
Very cool. Love the technical part of your videos, not much of such content about Godot on youtube.
@wukerplank
@wukerplank Год назад
I love the tricks that you share inbetween (like the submerged camera). Alway a pleasure watching your videos!
@claudiosettiart
@claudiosettiart 2 месяца назад
Incredible!
@EeVeE3D
@EeVeE3D Год назад
really amazing work...
@hartwinstein7434
@hartwinstein7434 10 месяцев назад
its a Hobby??? Man this looks sooo professional, i would love to learn this programming myself
@filipecoelho9855
@filipecoelho9855 Год назад
This just keeps getting better and better. Amazing work!
@stints
@stints Год назад
way to go with this, looking awesome.
@OnyxIdol
@OnyxIdol Год назад
love to see all the progress you're making
@a98k
@a98k Год назад
I saw a few videos and already in live with the quality, I'm hyped for the future of this game Edit:yes I subbed wish u get to 10k soon
@captain3d697
@captain3d697 Год назад
Your enemy looks really cool!
@ThunderPlayStudios
@ThunderPlayStudios Год назад
this is soo cool!
@JohnnyCashOriginal
@JohnnyCashOriginal Год назад
This is very inspiring. Great job! Thanks for sharing, please make more videos. Would love to see one of your work flow step by step, would be awesome. I subscribed
@neozoid7009
@neozoid7009 Год назад
Awesome video
@Resenar
@Resenar Год назад
Стиль проекта очень похож на Fallout 3. Здорово! Мне нравится. Продолжай в том же духе)))
@Wlodixpro
@Wlodixpro Год назад
Bro you are my inspiration
@spimortdev
@spimortdev Год назад
Good job! The water is really impressive! Love it 🤩
@Nolkaloid
@Nolkaloid Год назад
Awesome results as always ! Oh and I think It would be really cool if you could drive the boat once you killed the enemy.
@nils883
@nils883 3 месяца назад
awesome!!
@rob51design
@rob51design Год назад
In the Next Pass shader for the water, you could add the reflective shader and set it to Add, that might do what you need?
@b3daz
@b3daz Год назад
Very cool.
@Lucas-gg9yb
@Lucas-gg9yb Год назад
Everything looks good to me, i have just some improvement points: I loved the way you used the particles to simulate the fluid diffusing, but i think it's looking too much like a mirror, maybe tweeking some shader values like the specular, normals and other would improve this. Also the hp bar of the enemy is looking kinda anti immersive to me, maybe a color and design change would improve it, i think that making it thinner but with a luminous white would work better since your game got this cool illumination system, then add a particle following the limit of the decreasing bar when enemy takes a hit, to make it pop in the eyes of the player. If you're using a rigid body on the character mode on the character and enemies, you can have some cool physics change using the area node, i'm using it on my 3d platform project on godot 3.5, and i can simulate a blowing wind, the water interference on rigid bodies by only tweaking the value of the gravity parameter of an area node, i even simulate my character swimming on the surface of deep waters using it, if you're not, then it would be a lot of work to take everything to the rigidbody logic, on my project i decided to make everything that moves on rigid bodies since i started on it. But these are only suggestions, you decide at the end, and congratulations for what you reached so far.
@ZooHair
@ZooHair Год назад
I reaaaally love your devlogs. The only thing that bothers me is the sound of your moist mouth. It would be cool if you can do a noise gate for it.
@tsukinoko_kun
@tsukinoko_kun 11 месяцев назад
Can't you set the opacity to "masked" and use dithering to make it look like it's transparent? This is how I deal with transparency issues in Unreal Engine.
@Darksoulmaster
@Darksoulmaster Год назад
Might be redundant to ask, but did you try the other Alpha types? Such as opaque/depth pre-pass(?). That usually fixes transparency issues for people. Another solution might be to check out Refraction. Also imho, the camera orbiting (when you are dead), should be a little slower. I wish the best of luck.
@actualdevmar
@actualdevmar Год назад
I tried everything. It's how sdfgi is designed. I got that directly from the dev team
@nickpolet
@nickpolet Год назад
@@actualdevmar Did they mention that you'll be able to have alpha + sdgi + reflections in the future?
@keithprice1950
@keithprice1950 11 месяцев назад
devmar "It's just a simple vertex shader." When I hear things like that it makes me feel like I know nothing at all about game dev. I've just spent about 2 weeks making a crappy 2d game with a pixel kight that has 6 animation frames. Nothing about it was simple for me (it was in Raylib so maybe that's why). I'm crying vertex shaded tears right now!
@Nicknamegeneratorfailed
@Nicknamegeneratorfailed Год назад
I really like your project, don't know about any other like this in godot right now (?). Has the bug you mentioned about particles (I did not notice what it was? :D) been solved since that? Subscription achievement achieved.
@actualdevmar
@actualdevmar Год назад
Yes that bug is gone but as of 4.1 beta there are multiple new bugs in popular features...
@Nicknamegeneratorfailed
@Nicknamegeneratorfailed Год назад
@@actualdevmar Tell me about it, my 3d characters (with skeletons) just don't get rendered on camera when I play the project ;). But it's a report under investigation currently.
@bobman9731
@bobman9731 Год назад
This Enviroment is wonderful, does anyone know if the sky is just a texture? o.O
@Engelx22
@Engelx22 Год назад
Love it. Can you share tutorials or source to achieve this?
@Snafuey
@Snafuey Год назад
You have some serious skills. All of your visuals are top tier. Game play looks very fun as well. Keep up the good work. If you have time for a question….. where did you learn your game dev/Godot skills from?
@sebastiansossa6834
@sebastiansossa6834 Год назад
Cool
@Polycarboneight
@Polycarboneight Год назад
Awesome! Can you please share your distortion shader code? I'm trying to learn shaders for Godot and it's not going well 😅
@SillyandgoofyAnim8or
@SillyandgoofyAnim8or 11 месяцев назад
ooky spooky
@Gredran
@Gredran Год назад
My gosh man how big is the file size outta curiosity? I know Godot always keeps the game files tiny, but pushing the engine like this I wonder how big the file is now getting?
@jggjkl
@jggjkl Год назад
I can do a game with power's like 'gomu gomu no' of luffy in godot 4 3D? That's something I want to do when I learn 3d
@itsME-dc4vm
@itsME-dc4vm Год назад
nice ;D
@aJinx_GD
@aJinx_GD 10 месяцев назад
i’m new to the channel and i was wondering what type of game this will be, open world, rpg, mmo?
@actualdevmar
@actualdevmar 10 месяцев назад
Open world action adventure with 3rd person shooter mechanics.
@aJinx_GD
@aJinx_GD 10 месяцев назад
@@actualdevmar that’s what i was hoping! i wish you the best on your development journey and i’m eager to hear more.
@DaBrain2578
@DaBrain2578 11 месяцев назад
Wouldn't SSR fix some of the reflection issues?
@FlanPoirot
@FlanPoirot Год назад
the jumping animation is so weird!
@neozoid7009
@neozoid7009 Год назад
I have saw your video on how you achieved a first person view from Third person .. but can you aim Down sight in the FP mode ??
@actualdevmar
@actualdevmar Год назад
I got rid of the FP mode altogether but yes, i was able to aim down due to the gun being ina separate viewport and, as such, unaffected by the environment
@alexeykurilo4381
@alexeykurilo4381 Год назад
Hey man, can you plz tell how you did the blood splats?
@actualdevmar
@actualdevmar Год назад
U mean the ones on screen? They are animated sprites. I made the sequences in after effects.
@NycroLP
@NycroLP Год назад
Hey devmar, I recently heard that 4.0 became alot more stable but all in all performs poorer than 3.x. That really sounds worrisome. Would you agree with that?
@olivierdulac
@olivierdulac Год назад
4.0 was for a big part a huge refactoring, and will provide a better base for further development. The next iterstions will be more frequent (godot 4.1, etc) and they will be able to go back to optimisation and enabling stuff back (such as android support, etc). I'm excited by what godot 4.x is going to be.
@MrTurd1337
@MrTurd1337 9 месяцев назад
whats your workflow like for character texturing
@actualdevmar
@actualdevmar 9 месяцев назад
I do basic coloring and AO in Blender, the add detail in Mixer.
@theguy4857
@theguy4857 10 месяцев назад
yooooo
@jamienorman7940
@jamienorman7940 11 месяцев назад
How did you learn to code and use Godot?
@actualdevmar
@actualdevmar 11 месяцев назад
Trial and error mostly. I had some python background.
@SamFX
@SamFX Год назад
I would suggest you to have a look at this water shader for Godot: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-VSwVwIYEypY.html
@RyanScottForReal
@RyanScottForReal Год назад
post to game dev on Reddit?
@shivanshushekhar8572
@shivanshushekhar8572 Год назад
How can i reach out to you online as i can help you with making this game and finishing this game faster and better, i understand the vision and art style you are trying to portray, i am not trying to be your partner and i am okay to be your employee, you can just pay me pees(very little money) and i will be okay as i live in india. Reply to this comment and we can figure out something to make this game together. I am doing this as i got very interested in this game development field and i am very eager to learn and be part of something great. Thank you Ps: i know c++ and have 3 years of work experience as a software developer.
@actualdevmar
@actualdevmar Год назад
Thank you, I will consider it. At the moment, the real bottleneck isn't the coding part. It's creating assets, modeling, texturing, animating etc.
@lismith5733
@lismith5733 Год назад
Subscribe already, happiness += delta; print(happiness)😁
@juanmanuelcostello9510
@juanmanuelcostello9510 Год назад
Do you have a discord server?
@actualdevmar
@actualdevmar Год назад
Not yet
@juanmanuelcostello9510
@juanmanuelcostello9510 Год назад
@@actualdevmar Consider creating one. I would be pleased to join
@tamaskormos6843
@tamaskormos6843 Год назад
Nice video, but the noise your tongue makes is kinda annoying. Drink something next time. :D
@user-kr6rp9bt3h
@user-kr6rp9bt3h Год назад
He can fix it with a declick plugin inside of his editing software, i wanted to comment that in the past but i felt that it was kind of rude to do that.
@SULTANVIDEOGAMES
@SULTANVIDEOGAMES Год назад
like
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