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..
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.
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
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.
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.
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.)
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!
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.
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.
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
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.
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.
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.
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!
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 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.
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?
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?
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
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?
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.
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.
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.