Super insightful! You have a lot of cool and robust systems already in place. It seems like it is already quite easy to add new units and abilities to the game. Too bad you actually have to balance the game as well right? 😅 Thanks for the detailed breakdown!
@@Elxroid mostly just because that's what I'm used to with Godot and I don't need the extra performance of C#, though there's a good chance I'll start using it more often in future projects as I really like having a strong type system in place
Programming very early days, "why should i use a for-loop?" Programming early days, "why should i use functions and structures?" Programming late days, "WTF do I name everything?"
I use a custom post-processing shader for my effects, some of which are based off of other open source effects and some of which is fully custom. I think the scanlines are fully custom, but I'm happy to share some snippets for it. I'm also planning to add the full post-processing shader to the Godot Shaders website and make a breakdown video of it soon.
This is amazing. Love seeing how other devs build their systems.
This is gold, thanks!
Super insightful!
You have a lot of cool and robust systems already in place. It seems like it is already quite easy to add new units and abilities to the game.
Too bad you actually have to balance the game as well right? 😅
Thanks for the detailed breakdown!
Haha, right! If only I could just keep adding units and call it a day...
awesome vid!
out of pure curiosity, is there a reason why your using GDscript over C#?
@@Elxroid mostly just because that's what I'm used to with Godot and I don't need the extra performance of C#, though there's a good chance I'll start using it more often in future projects as I really like having a strong type system in place
Programming very early days, "why should i use a for-loop?"
Programming early days, "why should i use functions and structures?"
Programming late days, "WTF do I name everything?"
Are you able to share what shaders you used for the CRT lines effect?
I use a custom post-processing shader for my effects, some of which are based off of other open source effects and some of which is fully custom. I think the scanlines are fully custom, but I'm happy to share some snippets for it.
I'm also planning to add the full post-processing shader to the Godot Shaders website and make a breakdown video of it soon.
@@TheShaggyDev Sounds great, thanks.
Will you adapt it to a mobile game?
No plans for mobile. I prefer to stick to PC :)
Hard Mode...