shadecore_dev

shadecore_dev

@shadecore.bsky.social

Indie game developer. Check out my game at: https://shadecore-dev.itch.io/realmshade Newgrounds: https://shadecoredev.newgrounds.com/ My shaders for Godot: https://godotshaders.com/author/shadecore_dev Github: https://github.com/shadecoredev

114 followers134 following46 posts

I love ways to augment items in games, so I created one in mine. Blade oils let you convert damage into ailments. However, their uses go far beyond blades. Turning ice into fire? I'll let it slide, as long as holding four combo pieces makes numbers go up. #gamedev

Got carried away with implementing the enemy system and forgot to post the progress. I added enemy spawning, sounds, aggro and attack damage. I'm going to work on missing enemy animations next. For example, death and different types of attacks. #gamedev

Continuing to work on the weapons. I finally got rid of all the glitches caused by aiming at objects point-blank. Planning to add an SMG and a bolt-action rifle and then move on to implementing the enemy hordes into the world. #gamedev

I was remaking the title screen and decided to add a white beam. When leaving the game I saw a bug where the material color remained as it was during gameplay. It gave me an idea to read the time from the save file and set color intentionally and it worked perfectly. So bugs are not always bad.

Each instance consists of 3 nodes (Node3D, Area3D and CollisionShape3D), resulting in 300k total moving nodes in the scene. I was sure the CPU will bottleneck, but surprisingly the dynamic shadows started being an issue.

A rain effect I'm working on. It's a post-processing shader that adds rain puddles on all horizontal surfaces and has screen space reflections with ripples. It turned out even better than I imagined. I'll share the shader code soon. #gamedev

Still working on environment objects for my game world. In the meantime, here is a procedurally generated skill tree system I made. Or should I say skill forest? #gamedev #indiegames

Wanted to share an update on the town generator. I finally have the buildings sitting on top of the terrain. I was also working on improving the foliage initialization to prevent freezes. #gamedev

Started experimenting with adding a height to the terrain and saw unexpected "blocky" results. Ended up on an adventure of digging source code, building engine from source, and writing a C++ GDExtension. All just to change a noise output from 8 bit float to 32. Was worth it though. #gamedev #godot

Each building generates its own static navigation mesh. Creating a static mesh for the whole world would have an extreme performance cost, so I made my own runtime navigation mesh baker. Here is the quick demo with the meshes displayed. #gamedev

Mostly figured out how to get the procedural town generator working in 3D. Also learning how paint the terrain at runtime. Going to look how to scatter some trees and brushes to make the land less barren. #gamedev

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