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!
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.
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.
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. 🤩
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.
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.
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.
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.
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!
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.
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".
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
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.
******* 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.
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.
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.
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
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.
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.
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.
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.
I am following this project too, great amount of work. With all the respect it is AA at most, and it is a stretch. Not sure that moves to Godot is good decision after closer look on Godot itself and W4 company... I really have finger crossed for him, this project and even for Godot itself, but have doubts, a lot of it... This engine is in early stage, have a lot of bad, not well thought code under the hood. People who make the decisions in my opinion make them not for benefit of the project, community but for personal financial gain. In my opinion (and not only mine) shady stuff going on there, I am waiting very much for the Godot Foundation financial report for 2023... And port pricing from W4 company, and all that talk around it, is just a joke, and cash grab.
"This engine is in early stage, have a lot of bad, not well thought code under the hood" yes godot is young, but it has come a long way since its early days. it has surpassed gamemaker in 2d and can rival unity in 3d. and the code is just fine; its way better than unitys garbled mess of whatever that has more unremoved deprecations than actual code. "People who make the decisions in my opinion make them not for benefit of the project, community but for personal financial gain. In my opinion (and not only mine) shady stuff going on there, I am waiting very much for the Godot Foundation financial report for 2023" not entirely sure what you're getting at here. godot is open source and community driven. people were working for FREE to develop and improve it. the only "funding" they got were a couple grants from epic games, mozilla, and a few others. then as of last year, they got some funding from big sponsors like the dev of terraria, and they also have the monthly donations now. all this money is being used to pay employees to develop the engine full time; the financial report would bring transparency. "port pricing from W4 company, and all that talk around it, is just a joke, and cash grab." this is just pure ignorance honestly. the porting price is a reasonable amount compared to the "third-parties" that were offering godot ports. and this cost isnt a cash grab either. console SDKs cost money. you HAVE to pay to get access to the SDK whether you're godot, unity, or unreal.
@@_anon in the look, quote ~1:07 "..this whole demo has a nice, really nice AAA feeling... " did you even watch the video and listen what Lukky said BRO?
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
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.
what is modern graphics work to you?
@@oracuda I think he is probably talking about more vertices and plenty of shaders things.
@@oracuda modern techniques like global illumination (real time), raytracing, mesh shaders etc
pretty sure in his devlog he said he isnt gonna use PBR
He's just not baking normal maps and authoring custom roughness/gloss whatnot maps, which saves a ton of time making assets.
It is only a matter of time before Godot becomes the Blender of game engines.
I dreamt of that happening!
Tried the demo myself. Ran it in a VM too! Such a good performance. Godot can do everything and it's up to the devs of what they wanna achieve.
Vostok is proving, once again, that it's not the engine that defines the game and its looks.
It's the game devs using the tools that do.
Of course! The materials aren't the problem, we can look back to old school video games and see but I wish everyone understood this :(
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.
@@DrTheRich Not really my point but ok.
@@roysobak1421 was just an additional comment.
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.
And now that you mentioned it, S.TA.L.K.E.R 2 is coming out at September 5!
@@nikoszervo WAIT WHAT????
@@memeplus7560 yeap, it is official.
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!
Been following this journey, crazy and exciting to see games like these on godot
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.
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.
Thanks! I have downloaded the demo and will try it out ! Looks promising 🙂 Greetings from Norway 👍👍
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. 🤩
It really has that stalker feel to it games can have good graphics, but nailing good atmosphere? yeah that's another story so its really impressive
Great! We need more exposure like this
Wow! That looks like Source but without havok physics and entity limits
It’s always the Finnish developers pushing the boundaries lmao
OH JUST WAIT TILL RENDERER HOOKS GET MERGED TO GODOT!!!!
there's so much you could do with them, I can't wait!!
Love the fact that theres no extreme glow and or lighting on everything!
except wepons. looks disgusting i wanna puke
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.
It really is awesome! Glad you covered it to spread the awareness.
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.
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 being open source means the development of it will speed up as more devs use it and add/request features.
Antti the dev is slowly becoming a legend
game gonna have much better graphics when he bake reflection probes and add more post process, great job!
I'm also having my demo project in Godot 4 with Voxel GI I think I need to post it definitely!😅
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.
It looks good but it needs better indirect lighting. (Godot's SDFGI should easily have this covered)
It might be something the devs turn on at some point if they have the rendering budget later on
sdfgi is quite expensive on the rendering side of things
@@neptun3189 It's all about comparison. Compared to no GI, of course it's slow. Compared to raytracing, it's really fast.
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.
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!
Looking forward to seeing you progressing. Just subscribed to your channel 😊
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.
Of course Godot can look like this, its just that people don’t try😤😤😤
The finnish game dev > worldwide game dev
finland the country of "its all in le head" games
fr tho some of the best games come out from there like cry of fear and cruelty squad
@@s1ndrome117 cry of fear is swedish...
In what metric? This doesnt look good at all
Maybe in 2014
Not just game dev, they have Torvalds...
You love to see it, rooting for them.
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.
Just wish it had a Linux version, looks great !
It's in the works
works well with proton 4.11-12
@Red_Paper6495well the developer probably has not built the game for non-windows platforms even if godot supports it
We have to truly dive deeper into godot I feel it kicks ass
I like how the enemies pop out of existence when killed.
Hey, lukky, nice video! I was just wondering if you could please create a video on a picking up system in Godot 4?
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".
yeah, and this one doesn't do it.
@@simpson6700 yup, but still I guess it's a stylistic choice
Godot is GOD engine.... 'god' ot
reminds me of Unturned's weapon attachment system and clothing system for drag to equip and other
Wishlisted and downloading the demo right now 👍
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
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, Godot?!!!, I was watching with a dropped jaw.
******* 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.
Does it handle PUBG-sized landscape?
Increible. Menuda maravilla de juego y que gran capacidad de desarrollador. Te admiro.
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 "prefabs"??? this isnt unity, this is godot
@@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.
Idk I keep seeing godot tutorials for a bunch of 3d stuff
People put way too much emphasis on the engine.
the godot 4 hype is real
@@DAYDAYBEATZ i find this is more of an insult than hype. why is it hard to believe Godot could render these outdated fps graphics?
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.
reminds me of Stalker
Getting strong tarkov vibes from this one. I love games like these.
Lightning in weapons is very weird
"this demo has triple A feeling"
god please
has graphics from a AAA game from 2014
Look good tho, modern graphics look nice but stopped being a "must" since the bottleneck from around that time
i wonder how he circuvent the junky physics of godot make thing dissaper...
Huge red flag at 1:03. What kind of people have that outdoor bench/seats combo in their living room?!
Man ay was mouth open after seeing this running on godot engine.
Hey Lukky, do you happen to have a discord server or something like it? Would be nice to have more likeminded people around! :)
This looks like a 2008 half life2 mod what are you talking about hahaha
Literally lying just to make fun of something you could never do yourself lol
yeah godot is inasne, its gotten so good so fast. Im still waiting for them to add webcam support for windows.
You know this shit is good if it's made on Finland
i think that just with ssil enabled would look even much better
Looks really ncie 👍
Pretty sick, but it does look like source
looks nice!
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
Have faith in godot geez
it's pretty good, for a 2010 game
i feel like this game would be sick if it had a battle royale mode or pvp modes
It's does not feel AAA at all. Maybe in 2009 but not now.
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.
Awesome!
The game is great, I watched the video, can you make a game tutorial for a game like this please for multiplayer
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.
this is a godot port?! omg
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.
One person made this?
Lightning indoors is very bad. It is looks like early ps3 games but with high res textures
because it not baked lighting possibly.
Already looks better and performs better than DayZ.
that's not nearly UE4 graphics but it's nice
The graphics gives me H1Z1 vibes
Is this pretty much a "woah you can make a game in a game engine" type videos?
I kept getting these for Unity, and it was annoying as hell.
Why not UE?
Or unity also
Escape from Unity: Tarkov Godot
Am I crazy or does this really not look good? It’s like 2011 source engine. Not that graphics are everything, but this is very much not a stunner
It looks bad, don't know what this dude is on about.
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.
it has graphics of 2008...
What's so special for a 3D engine to handle 20 year old graphics requirements?
I am following this project too, great amount of work. With all the respect it is AA at most, and it is a stretch. Not sure that moves to Godot is good decision after closer look on Godot itself and W4 company... I really have finger crossed for him, this project and even for Godot itself, but have doubts, a lot of it... This engine is in early stage, have a lot of bad, not well thought code under the hood. People who make the decisions in my opinion make them not for benefit of the project, community but for personal financial gain. In my opinion (and not only mine) shady stuff going on there, I am waiting very much for the Godot Foundation financial report for 2023... And port pricing from W4 company, and all that talk around it, is just a joke, and cash grab.
"This engine is in early stage, have a lot of bad, not well thought code under the hood"
yes godot is young, but it has come a long way since its early days. it has surpassed gamemaker in 2d and can rival unity in 3d. and the code is just fine; its way better than unitys garbled mess of whatever that has more unremoved deprecations than actual code.
"People who make the decisions in my opinion make them not for benefit of the project, community but for personal financial gain. In my opinion (and not only mine) shady stuff going on there, I am waiting very much for the Godot Foundation financial report for 2023"
not entirely sure what you're getting at here. godot is open source and community driven. people were working for FREE to develop and improve it. the only "funding" they got were a couple grants from epic games, mozilla, and a few others. then as of last year, they got some funding from big sponsors like the dev of terraria, and they also have the monthly donations now. all this money is being used to pay employees to develop the engine full time; the financial report would bring transparency.
"port pricing from W4 company, and all that talk around it, is just a joke, and cash grab."
this is just pure ignorance honestly. the porting price is a reasonable amount compared to the "third-parties" that were offering godot ports. and this cost isnt a cash grab either. console SDKs cost money. you HAVE to pay to get access to the SDK whether you're godot, unity, or unreal.
"it is AA at most"
AA refers to larger indie studios with dozens of employees and this is made by a single guy bro, what are you even saying lol
@@_anon in the look, quote ~1:07 "..this whole demo has a nice, really nice AAA feeling... " did you even watch the video and listen what Lukky said BRO?
@@slizgi86 "Someone else made a stupid statement before meso I cannot be criticized for making an equally stupid statement."
Stellar argument, "BRO".
This is very amazing lukky😮
I don't believe this 😅
Looks like a PS3 game.
54 Fps
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
your roblox comparison is ironic considering roblox can also do AAA, including the graphics
@@BanditLeader it's a bit harder to pull off in roblox, but it can be done with the new surface materials. my statement still stays
I like it 😊
Free palastia save palastian
>AAA feel
no. it doesnt. its unfortunate that godot have just reached here. oh well, yall catch up - eventually
No way 😮
👍
WoW , very good graphics ! It looks like Call of Duty 2 , a game made 20 years ago. Amazing , it will blow my fuckin mind ! I can't beleave it !
More like STALKER since it's one of the main sources of inspiration for this one man project.
Call of Duty 2 is a great game! Quite the compliment to the indie dev team of single digits.
@@DannyEastes CoD 2 has good graphics by even todays standards. and its fun to play too.
You said it looks like its a Unity or Unreal 4 game, lol what. Not even close. At best it looks like FPS Creator. It looks very dated, like Far Cry 2.
Cool
SUOMI 31!!!!!!!!!!!!!!!