Hey thanks alot :) Yeah I will upload it soon somewhere. Didn't find the time to 'finalize' it as a demo, yet. The other project kind of has a much higher prio :D
Glad to see this. I really want to try a snowboarding game with Godot in the future. But that's realistically(optimistically) 2 years away minimum. If the world don't fall apart on me. But hey, that's 2 years to build a story, events, world lore, learn the ins and outs of the engine and stay up to date, etc.
Snowboarding sounds like a lot of fun. I played huge amounts of SSX Tricky back in the day. Would love to see something in that direction. Good luck with your game. Take your time. :)
@@a.m.7438 I never tried SSX3 - but same was tricky for me. I loved the arcadiness of it and the amount of content with all those snow tracks and different over the top tricks. Good times :P Did you make any progress with the snowboarding in your game yet, or only planning out for now?
@@twntysvn9882 oh I've been writing lots. Already have 20 pages of how I want it to work out. I want to follow a little of how SSX did it but with less craziness? I want it to feel more technical, but without becoming too rigid. It's not going to have crazy turbo boosts or feel like you're driving a car.
@@a.m.7438 That sounds sick. I imagine a lot will be physics and a lot of animations to convey the feeling of snowboarding. Maybe you can do some kind of "open world" snowboarding where you have more freedom by also running around and choosing your spots. Or have a world that mosly consists of hills where the ideal would be to use your snowboard. Sounds interesting, good luck to you. :)
That went from adorable to terrifying as snow frostbitten children are sucked into the snowbank. Once those pills become Husky puppies, I think you have a real winner.
This is a diamond in the rough. The nice crispy and clean ambience is so fitting with the icy environment. I assume the capsules are pulling the sleds? Looks like good potential for an animal to take its place. Looks like a really fun place to just hang out with some buddies while you talk.
Absolutely awesome. You know what? Consider adding split screen multiplayer, that would be great for some family fun. It seems like you know what you are doing but if you need any pointers for that, just let me know.
Thank you very much :) The snow on the map uses a texture for the white snow and the blueish snow. What happens in game is, that every character draws onto this texture depending on their location. Meaning they will draw a line on the texture, which is then used in Vertex Shader, Fragment Shader in the plane for the terrain. White snow gets elevated a bit with some slight noise and the white material, the blueish ice is not elevated and therefore looks flatten down. For performance reasons my terrain is used as clipmap. So the terrain has more complex vertex density around the camera only, to have better performance.
Looked wholesome and then I saw drifting with sleds. And I was on board! I noticed some framerate drop that starts around 2:47 and disappears by 3:27. Was it just due to the recording or is there something "below the surface" causing it?
How did you add that cartoony outline on every mesh ? I want something similar for my game pls
ปีที่แล้ว +1
Whaaaaaat?! This looks absolutely fantastic! Woah! OK, I'm totally new to Godot and considering to use the engine. So how is the performance? What PC are you running this on? So far tested a few projects on my PC (Abandoned Spaceship, Overgrowth Subway, Desert Light) and the performance was a bit mixed for me. Desert Light was kinda slow. Also if the editor is running and not minimized, I get extreme lag spikes running those, especially Subway and Desert Light. Standalone, it's decent, Subway can run over 60 fps, Spaceship is running great without the spikes, Desert Light runs poorly. I am thinking about making a more retro style game, low res unfiltered textures, baked lights, low poly models. But I need to learn about performance the most, since I feel lots of inconsistencies. Tried those on 4.0.3 stable. Tried a 3.5 project too on 3.5, no spikes but not so good performance, I guess it's mostly because GLES3 with AMD drivers on Windows, but on Linux, it ran smoothly other than some stuttering at the beginning and when a new object appeared. Maybe some lack of precaching or actually doing shader cache. Don't know.
Your performance is probably suffering from either complex code (heavy tasks each frame in the process function, maybe?) or something in the 3D world, like too many vertices (if you have a complex scene) or heavy alpha overdraw (for example when you use alpha grass cards to create grass), of course there is 1000 other possible problems, but these are pretty common bottle-necks. Maybe you should do some tests in an empty project and see how far you can go (code and 3D wise) until you notice performance issues. This way you will see what is the cause much better.
I don't think I can help with networking. My networking knowledge is very minimal. What you see here is completely offline with basic AI playing the enemies. I wish you good luck with it though :)
Subbed and liked. Question I'm trying to build a vr game on godot. It's more difficult than I thought. As well when I'm done the game vr. How do users download it to their vr headset?
Thank you :) Unfortunately I have no idea about VR headsets and their setup. I never used or installed one, nor do I know how to connect them to your Godot projects. I am sorry :/
I think I answered someone this question here before, maybe you can dig through the comments. Basically its just: A black viewport texture Characters positions are mapped on this viewport texture as white dots each frame (I also set the viewport to not erase previous drawings, so the white dots "draw lines") The viewport texture will be used as displacement map for the terrain vertex shader (black = full snow, white = stomped snow) Using the same information i then just color in the different parts of the snow (make the stomped darker as the normal snow, etc) in fragment shader.
@@twntysvn9882 i did somewhat like that :) have you encountered by any chance a problem when if you apply the shader on some downloaded terrain that displasement map becomes mirrored for some reason?
@@antonsimkin Ah, by mirrored you mean X and / or Y (or U and V) are inverted? And do you use the mesh UV or world coordinates as your displacement texture UV?
@@twntysvn9882 i mean X mirrored, the second thing Im not sure. In veiwport I capture player's coordinated. In mesh shader I manipulate with UVs and mask is sampler2D.
@@antonsimkin Are you familiar with blender? I think you apply the viewport texture using the mesh UV, which is totally fine, but I guess you'd need to flip the mesh UV in blender, so the texture is applied correctly. You could do a quick "hack" if you just want it to work for now to keep going: Just mirror your viewport scene (not the viewport itself, but what it contains).
The dog is a currently a VehicleBody (will be changed to CharacterBody for better movement) and the sled is also a VehicleBody. They both are connected with a ConeTwistJoint3D which is inbetween the two. The player input controls the dog movement while the ConeTwistJoint3D 'pulls' the sled while the dog is moving. You can check something similar (I can't remember exactly how they've done it) in the Godot docs if you just google for '3D Truck Town Demo'.
Probably a dog. I have to see how the models and animations work out with the current physics of the capsule. But nonetheless that's what I am aiming for - dogs.
@@twntysvn9882 A dog that twists like the capsule does would be unreal and absolutely hilarious. I vote dog, and don't change a thing about the physics lol
Add different game modes. it will be great. I think you should add the stackable snowball. For example, player can grab 5 snowballs and throw them in a row, but movement speed is slowed
Oh yes, different game modes for sure as well as maybe some kind of fortress mode where you can build and defend your teams snowcastle from random intruders etc. I thought about adding a class or equipment that allows carrying multiple snowballs. Basically a snowball bag. I like the idea of them moving a little slower, makes me think of LMG gunners in Battlefield.
I wanna make music depending on the state of the game (start and end of game, winning or losing currently, etc), but it doesn't have much priority right now. Some child sound effects or something alike definitely needs to be added :)
this channel is a hidden gem, i would love to hear your voice over these kinds of videos discussing your thinking and decision making
Thanks so much :o Yeah I could do that in the future. I will definitely show some stuff behind the scenes.
I wanna play this game right now! You've done an amazing job of capturing the feel of a snow fight, wishing you all the best!
Hey thanks alot :)
Yeah I will upload it soon somewhere. Didn't find the time to 'finalize' it as a demo, yet. The other project kind of has a much higher prio :D
holy sh1111t, this is awesomeeeeee! Nice work man! this really put a smile on my face about the ability of Godot Community and the engine itself
Oh wow, thank you :o That means a lot
This is the most violent snowball fight ive ever seen😂
I'm glad everyone here is so supportive of your game. It looks amazing. I'll be happy to play it once it's finished
Thanks so much
It looks fantastic. I love to way the snow looks and deforms. Plus it looks fun to play.
It could use so sound effects from the kids.
no way this is the best idea ever
Interesting concept! Personally im a fan of first person view but this looks dope!
Thanks, yeah I can also see first person here, might think about it later. :)
Glad to see this. I really want to try a snowboarding game with Godot in the future. But that's realistically(optimistically) 2 years away minimum. If the world don't fall apart on me. But hey, that's 2 years to build a story, events, world lore, learn the ins and outs of the engine and stay up to date, etc.
Snowboarding sounds like a lot of fun. I played huge amounts of SSX Tricky back in the day. Would love to see something in that direction.
Good luck with your game. Take your time. :)
@@twntysvn9882 SSX3 was my introduction to the franchise and it is definitely one of my "forever" games.
@@a.m.7438 I never tried SSX3 - but same was tricky for me. I loved the arcadiness of it and the amount of content with all those snow tracks and different over the top tricks. Good times :P
Did you make any progress with the snowboarding in your game yet, or only planning out for now?
@@twntysvn9882 oh I've been writing lots. Already have 20 pages of how I want it to work out. I want to follow a little of how SSX did it but with less craziness? I want it to feel more technical, but without becoming too rigid. It's not going to have crazy turbo boosts or feel like you're driving a car.
@@a.m.7438 That sounds sick. I imagine a lot will be physics and a lot of animations to convey the feeling of snowboarding. Maybe you can do some kind of "open world" snowboarding where you have more freedom by also running around and choosing your spots. Or have a world that mosly consists of hills where the ideal would be to use your snowboard. Sounds interesting, good luck to you. :)
That went from adorable to terrifying as snow frostbitten children are sucked into the snowbank. Once those pills become Husky puppies, I think you have a real winner.
xD Thank alot. I might need to do some changes to the pills as they can "fall over" and this would look ridiculous with an animated dog in front. :D
like it!! great visual and snow shader
awesome man, definitely I love aesthetics, keep going
This is a diamond in the rough.
The nice crispy and clean ambience is so fitting with the icy environment.
I assume the capsules are pulling the sleds? Looks like good potential for an animal to take its place.
Looks like a really fun place to just hang out with some buddies while you talk.
This is so cool. 3 weeks? amazing
Hey man, how did you make this snow effect?
Looks amazing, great work 👍
This is incredibly impressive. 👍
I had the same concept after reading a gamedesign book that stated this kind of game as an example😅
Keep up good work
Oh really? :D Does mine come close to it?
How cool is that! It's something cool and very cute.
Looks really great!
This is adorable
This looks great!
And cute.
looks like snow, congrats!
Absolutely awesome. You know what? Consider adding split screen multiplayer, that would be great for some family fun. It seems like you know what you are doing but if you need any pointers for that, just let me know.
WOw, just stumbled over this randomly. Looks and feels better than BF2042 at launch. 😉 I can totally see people play this now and then.👍
Hey, thanks so much. :) Yeah BF2042 was a real disaster xD
Wow nice looking snow
great! looks awesome!
Very great job! How do you make the footprint on the snow? it looks very cute
Thank you very much :)
The snow on the map uses a texture for the white snow and the blueish snow. What happens in game is, that every character draws onto this texture depending on their location. Meaning they will draw a line on the texture, which is then used in Vertex Shader, Fragment Shader in the plane for the terrain. White snow gets elevated a bit with some slight noise and the white material, the blueish ice is not elevated and therefore looks flatten down.
For performance reasons my terrain is used as clipmap. So the terrain has more complex vertex density around the camera only, to have better performance.
That's Fantastic 😅🔥
How did u make the terrain
Make a video of it pls🎉
Looked wholesome and then I saw drifting with sleds. And I was on board!
I noticed some framerate drop that starts around 2:47 and disappears by 3:27. Was it just due to the recording or is there something "below the surface" causing it?
Amazing
nice! man
How did you add that cartoony outline on every mesh ? I want something similar for my game pls
Whaaaaaat?! This looks absolutely fantastic! Woah!
OK, I'm totally new to Godot and considering to use the engine. So how is the performance? What PC are you running this on? So far tested a few projects on my PC (Abandoned Spaceship, Overgrowth Subway, Desert Light) and the performance was a bit mixed for me. Desert Light was kinda slow. Also if the editor is running and not minimized, I get extreme lag spikes running those, especially Subway and Desert Light. Standalone, it's decent, Subway can run over 60 fps, Spaceship is running great without the spikes, Desert Light runs poorly.
I am thinking about making a more retro style game, low res unfiltered textures, baked lights, low poly models. But I need to learn about performance the most, since I feel lots of inconsistencies. Tried those on 4.0.3 stable.
Tried a 3.5 project too on 3.5, no spikes but not so good performance, I guess it's mostly because GLES3 with AMD drivers on Windows, but on Linux, it ran smoothly other than some stuttering at the beginning and when a new object appeared. Maybe some lack of precaching or actually doing shader cache. Don't know.
Your performance is probably suffering from either complex code (heavy tasks each frame in the process function, maybe?) or something in the 3D world, like too many vertices (if you have a complex scene) or heavy alpha overdraw (for example when you use alpha grass cards to create grass), of course there is 1000 other possible problems, but these are pretty common bottle-necks.
Maybe you should do some tests in an empty project and see how far you can go (code and 3D wise) until you notice performance issues. This way you will see what is the cause much better.
How did u make the terrain
Make a video of it
Awesome! Could you make a playlist for game networking? What kind of technologies would you use for fast-pace 3D arena games?
I don't think I can help with networking. My networking knowledge is very minimal. What you see here is completely offline with basic AI playing the enemies. I wish you good luck with it though :)
@@twntysvn9882 Oh it looked like online game. Thank you for the wish and keep your videos coming mate :)
@@pheroqt1238 I will tackle networking soon, so maybe it will be one :P Thanks mate :)
amazing!
How did you even make that snow in Godot. I'm speechless. For real though, I'd pay for a tutorial
Bro this shit looks good af! Keep working
Wow nice looking snow looks fun
Subbed and liked.
Question I'm trying to build a vr game on godot.
It's more difficult than I thought.
As well when I'm done the game vr. How do users download it to their vr headset?
Thank you :)
Unfortunately I have no idea about VR headsets and their setup. I never used or installed one, nor do I know how to connect them to your Godot projects. I am sorry :/
Reminds me of Snowcraft
Had to look that up. That looks like a lot of fun to be honest :D I like that
this is amazing, wow!!! :D
how did you make a stompable snow?
I think I answered someone this question here before, maybe you can dig through the comments.
Basically its just:
A black viewport texture
Characters positions are mapped on this viewport texture as white dots each frame (I also set the viewport to not erase previous drawings, so the white dots "draw lines")
The viewport texture will be used as displacement map for the terrain vertex shader (black = full snow, white = stomped snow)
Using the same information i then just color in the different parts of the snow (make the stomped darker as the normal snow, etc) in fragment shader.
@@twntysvn9882 i did somewhat like that :) have you encountered by any chance a problem when if you apply the shader on some downloaded terrain that displasement map becomes mirrored for some reason?
@@antonsimkin Ah, by mirrored you mean X and / or Y (or U and V) are inverted?
And do you use the mesh UV or world coordinates as your displacement texture UV?
@@twntysvn9882 i mean X mirrored, the second thing Im not sure. In veiwport I capture player's coordinated. In mesh shader I manipulate with UVs and mask is sampler2D.
@@antonsimkin Are you familiar with blender? I think you apply the viewport texture using the mesh UV, which is totally fine, but I guess you'd need to flip the mesh UV in blender, so the texture is applied correctly. You could do a quick "hack" if you just want it to work for now to keep going:
Just mirror your viewport scene (not the viewport itself, but what it contains).
Looks cool! How did you implement dog sledding?
The dog is a currently a VehicleBody (will be changed to CharacterBody for better movement) and the sled is also a VehicleBody. They both are connected with a ConeTwistJoint3D which is inbetween the two. The player input controls the dog movement while the ConeTwistJoint3D 'pulls' the sled while the dog is moving.
You can check something similar (I can't remember exactly how they've done it) in the Godot docs if you just google for '3D Truck Town Demo'.
@@twntysvn9882 Thank you!
Will you ever release that snow shader? It looks fantastic and right now I'm working on a project with snow where it would be super useful.
Me and my gf loved it!
We already want to play it! :D , will it be paid or free?
It looks great! You can try to add a music if you want. It could bring a better experience :)
Really amazing work❤
Hi, looks really good....
Just wondering did you make the tree and rock assets, or did you find online.....
Hey, yeah except for the Character animations (that are still animations from mixamo, but I'll change that) everything else is self-made.
B E A N
Awesome dude 😺😺🏳️
very great n amazing
What is the capsule going to be?
Probably a dog. I have to see how the models and animations work out with the current physics of the capsule. But nonetheless that's what I am aiming for - dogs.
@@twntysvn9882 A dog that twists like the capsule does would be unreal and absolutely hilarious. I vote dog, and don't change a thing about the physics lol
Multiplayer?
Currently offline singleplayer with AI CPU. No multiplayer yet, but I am looking into it.
Das ist super nice :D
Which version did u use??
Great game u should add background music
Add different game modes. it will be great. I think you should add the stackable snowball. For example, player can grab 5 snowballs and throw them in a row, but movement speed is slowed
Oh yes, different game modes for sure as well as maybe some kind of fortress mode where you can build and defend your teams snowcastle from random intruders etc.
I thought about adding a class or equipment that allows carrying multiple snowballs. Basically a snowball bag. I like the idea of them moving a little slower, makes me think of LMG gunners in Battlefield.
maybe you could ad some music. :D and maybe children's laughter
I wanna make music depending on the state of the game (start and end of game, winning or losing currently, etc), but it doesn't have much priority right now. Some child sound effects or something alike definitely needs to be added :)
@@twntysvn9882 I see, very cool!!
Can you send me src archive? is it for godot?