And the thing is, Road to Vostok isn't even using MODERN graphics work, its mostly photo-based textures with very little PBR in the world art. This isn't even the peak of what Godot is capable of. This is the beginning.
But it kinda does. There is finite time and effort that developers can allocate to the graphics. And in some engines it's much easier. Achieving looks that UE5 can provide with almost no effort is hella of the task in Godot and Unity.
@@roysobak1421 It takes more effort in Unity than Godot... Although Godot is less flexible and configurable with the default shaders and stuff But most of the heavy lifting here is done with high res textures and models.
Game looks pretty good. Not super modern visually, but very pleasing, gives me strong STALKER vibes. Performance is great. I wish it had shaders for vegetation wind effects. Not that a big deal to add it to be fair. Loving the clean look of the game. I'm pretty sure Godot can do even a lot more.
the sky is the limit now for Godot...up to the devs to create amazing games. from here on the wider audience will see Godot more seriously as a viable game engine alternative. I can't wait what games are in store using Godot!
The importance of this game to the community is partially about Godot's performance capabilities with 3D rendering. People would claim (and if you've seen enough godot comment sections, you might know some of them by name) that the only 3D games you could make would be simple PS1 like graphics. Which, granted, is a style that rose up in popularity not too long ago in general. But, this is a great proof of concept that you can push it further than that. With that said, there is a few things that should be noted that I wish Godot and non-godot users would remember so the discourse would be less exhausting. Godot was never looking to replace anyone or become a triple-A engine. They didn't want to compete with Unity and they don't want to compete with Unreal. The main goal of Godot is to ease the entry into game development. The chunk of the user-base that hopes for it to become an industry standard are missing the point and honestly I don't get the point beyond maybe godot will get more funding that way. But, beyond that, I think it is awesome that it exists and is finding ways to increase performance and flexibility without abandoning the accessibility of creating a game from beginning to end. It is practically there as it fixes up bugs and finds way to lessen the cost of certain higher end graphical features. It doesn't need to be AAA graphics (which it definitely isn't at the moment). It is better off if it isn't, because AAA graphics is a bloated top heavy aspect of modern games and has hit a diminishing return with cost and storage space vs. the benefit it actually gives the game. If I can create a game that can look like this with very few work arounds, then that isn't a bad spot to be in for indie development.
As Godot users I think we should get as many games as we can if they're made with Godot by devs who took the time and effort to create a good and polished product with it. Things like this and Pingo. That way, little by little, it will be considered more often as an industry standard.
Godot does seem a graphic downgrade from Unity. Comparing to the dev old videos, the unity version has better reflection and the the indoor environment is properly lit. Whereas the Godot version has inaccurate reflections, the dark area indoors is not properly darkened.
My thoughts exactly when I first saw and tried the demo for myself! It is an amazing showcase for those who doubted Godot's ability to do higher fidelity 3D. As another commenter said, it's more on the developer than it is the engine. In terms of the game itself, it has a lot of really awesome features already. I have very high hopes for the final release of this game if this is the first alpha demo. It's more fleshed out than a lot of AAA games at this point.
I’m trying to make a similar game in Godot, and I watch all of your videos. I would really really appreciate your take on how to accomplish specific mechanics in this game like footstep sounds, inventory management, environment lighting, or anything else, I’d really appreciate it! I’m already implementing your viewmodel solution!
What's hard to believe here? The graphics are comparable to the first Stalker game released 16 years ago. The graphics are mediocre even by indie game standards. What's impressive about Road to Vostok is that it's all done by one person, but when it comes to graphics quality, this should be considered the floor for a game engine released in 2023, not the ceiling. Regardless of if the engine is open source or not.
I personally love the OG source engine look, its very nostalgic and runs well. Also it captures that 2008 Stalker look which it obviously draws inspiration from. Also you gotta remember its an early stage demo made by 1 guy so the non pbr asset pipeline allows him to create textures and models much faster. Theres better looking games out there obviously, this doesnt aim for that though.
This game looks more advanced by now than Stalker and I played stalker since 2007 incl. mods. I am happy to see Godot evolve. It already has the best N64, PS1 and other shaders. Look at the PS1 horror collections on itchio. The launcher is ugly Unity and then entering the rooms to the levels enters like 7/10 times to Godot. Freaking love that engine.
That's the goal. It is supposed to specifically feel like STALKER games which were AAA in the 2007-2009. The lighting, shadows and shader effects like show will definitely be more advanced though.
Why does my heart (and eyes lol) feel at home with these type of Half Life-esque baked texture graphics from the mid 2000s to 2012 era? So videogamey and so good. 🤩
you see, it's not about the engine and its limitations, every engine has its own shortcoming and things you have to work around it's the fact that the vast majority of godot devs are coping soyjaks incapable of making anything more complex than a flappy bird clone, that's why we don't see more advanced games like this one
Nah, as an avid Godot user, the engine has issues with scaling for more advanced and large-scale games. 4.3 and beyond are already slated to have many fixes but the current version is not suited for large-scale or advanced game development. For example, one issue that has turned me off from 4.2 is that if you use packed scenes to store prefabs, deleting the packed scene from your project will corrupt every scene file that contains a reference to it. So if you say, used a packed scene to store an enemy prefab and then decided later to cut that enemy, you currently have to go through and delete EVERY SINGLE reference to that packed scene before deleting it. This kind of dependency issue is absolute poison for large-scale game development. Like I said before, 4.3 contains fixes for these bugs and support will continue, but to use Godot at this very moment for large-scale game development is very much a "swim at your own risk" proposal. Kudos to these devs who are able to work around it, but we need to be real about the current state of the tools.
@@kaijuultimax9407 i never said godot is a perfect tool. there is no perfect tools out there. you just pick what works for you. road of vostok is a good example of a committed and actually skillful person who just does the thing instead of complaining and pointing out engine's flaws, looking for excuses. no offense, but if anything, your comment basically further reinforces my point. it is obvious that there's more godot users are discussing how flawed the engine is and how that somehow prevents them from creating "large-scale projects" and dream games than those who actually create smth of this scale. so let's be real, 80 to 90% of them will never make anything "large-scale" enough to really suffer from, let's say, the bug you mentioned above. they just lack skill and capacity for that
This is about (noobs in) indie in general. I also see the trend of "you don't need cool ideas, just polish your average game", and that is absolutely wrong. Leads to even more 2d pixel art same-looking projects, none of which is interesting enough to even try to play it.
Volgens mij ben je Nederlands , accent is te horen heel licht. Haha Nice video, it's epic what Godot can do with a smart developer. Once I finished my last 2 mods (campaigns) for l4d2 Il start developing with Godot a first indie game.
Thanks for the video. I've heard of the developer a few times now. 😄 It looks really good. And it sounds good too. I'll have to watch the channel to find out more. I've subscribed to it in any case.
While I understand that this makes it seem like Godot has somehow come on par with unity, but what needs to be remembered is what you're seeing here was initially developed in unity and then ported to Godot. The major thing unity has over godot is teh tools and marketplace elements that can be quickly added, which this developer did, and then they just swapped engine that uses the same language (godot allows 4 different engines). So while yes this shows godot can run a game that looks somewhat modern, that doesn't mean it's yet close to unity in actually MAKING the game.
******* HELL! I always got told godot was just light weight and not as good as more mainstream engines like unity or unreal. I said screw that and tried it myself and while learning it I wanted to see how much it could handle, this gave me my answer.
I'm sorry to ruin the party, but it's clear that Godot doesn't support the tools and features needed to develop AA(A) shooters, one can still create nice and limited games, but as a developer you don't want to take up the full challenge with what Godot offers, is simply too much extra work in respect to something like UE5. I would really like Godot to succeed because I don't like the monopoly of Unreal either, competition is always good, but Godot doesn't seem ready at all, I hope others will come up.
Serious question to anyone knowledgeable - What are some main advantages Godot has over Unity if any, especially considering if someone has previous experience in Unity? I have a decade experience in Unity and don't see anything especially unique here, but have hear some people hype up Godot in the past as well. Is there actually any reason for me to explore Godot other than just expanding knowledge of additional tools? I feel like I could probably do more, better, faster in Unity than Godot, but just curious if there are any real major advantages Godot is bringing to the table.
main feature of Godot its opensource and absolute free using. Godot not better unity, but its great solution for make a and aa games, because you can change and add your own solutions
@@archygames625 You can make A and AA games in Unity. You can use Unity for free (well, up to 100k in annual income). You can change and add your own solutions for anything inside Unity. So to bake it down, the only point you made here is Godot is open source and Unity is not?
@@beecee793 you absolute right. I think this main feature godot will be useful only for developers with big expirience in game engine development for creating new tools or creating mode kit for own game.
Looks AMAZINg, I just wish like more games that it had a sort of depth of field or blur when u ADS. Like in real life. Otherwise iron sights feel so so weird
people talk about Godot as if it was Roblox. my man, you are talking about an open source whole game engine. of course this could handle Vostok, if the devs know what they are doing i'm sure they can pull off whatever they want in the engine
I mean, it doesnt look good in modern terms. But certainly looks like a unity game (in a good sense), which is a huge step forward for godot. Looks like good ol' DayZ ngl. Never played it, but i did play arma 3 which i liked or maybe like xbox 360 and ps3 games, which also is a big feat as they were effectively AAA titles
"AAA" literally just means "made with a big budget, backed by and released through a publisher". We've had "AAA" games since 1980s, but at some point people started mixing the term with "ZOMG nice graphix! :^)"
@@GugureSux Yes of course. I mean it's obvious isn't it ? I meant that it can achieve the same level of quality to a multi billion $$$ company back in the days with much less work and money to put in. Which is a good thing
Hi! I am very impressed. Are you considering using SDFGI technology for better ambient lighting and occlusion? Perhaps it will affect performance too much or cause artifacts. I'm also wondering if you need someone for sound design? it's more about authoring background music than ambient sounds and sound effects, but I don't rule out that I could help with such a thing too.
@@GugureSux Not Really the graphics in this game have a vibe that is similar to games like Skyrim and Fallout NV which are games from 2011 and 2010 respectfully not really something that is from 2014 to current day. That being said Road To Vostok is probably one of the most impressive indie games when it comes to the visuals and its great that it shows that you can achieve these results with Godot
What people seem to have missed is that it's not about the 4k res textures or ultra high poly models or nanite or raycasting for graphics to be "realistic" , it just needs to trick your eyes into believing it's ""realistic".
This game doesn't have the most realistic textures as possible but what it has is a GREAT art direction which specifically targets this style. I appreciate a coherent art direction way more than just trying to shit as many Quixel materials into your hand throwing them at walls and hope that they will somehow look good. Making a game which looks like this today is a choice not a necessity like 15 years ago. For a first tech demo this is extremely impressive.