Made a submission to #GMTKJam over the weekend.
A dungeon crawler where your past copies help you fight the enemies.
The game is playable in browser:
shadecore-dev.itch.io/multisorcerer
#gamedev #godot
@shadecore.bsky.social
Indie game developer working on Shadecore - first-person survival game. Itch: https://shadecore-dev.itch.io/shadecore My shaders for Godot: https://godotshaders.com/author/shadecore_dev My addons for Godot: https://gitlab.com/users/shadecoredev/projects
Made a submission to #GMTKJam over the weekend.
A dungeon crawler where your past copies help you fight the enemies.
The game is playable in browser:
shadecore-dev.itch.io/multisorcerer
#gamedev #godot
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
I think it's Bluesky issue. All uploaded videos get extremely compressed and lose all quality.
One workaround I found is using static scenery and only showing one or a couple objects moving. The compression is less aggressive with static background.
Just finished implementing support for per-instance oneshot animations in my vertex animation shader.
Here I use it to play the attack animation.
#gamedev
Added greenery to that scorched empty wasteland landscape I had before.
#gamedev
Added inventory window with item inspection.
All the weapons that I planned are done. It's time to swap these testing cubes with an actual environment and enemies.
#gamedev
My guess is the "forgiving" part of the game resulted in some players not fully appreciating the combinatorics of the game. Some players just didn't progress to the challenging part which resulted in an impression of a little game.
Or it could also mean a compliment to the art/music/gameplay.
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
Accurate hit registration I made for the multimesh. It uses a single skeleton and works well on any number on instances.
04.07.2025 16:23 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Working on a gun system.
#gamedev
Trying to make a decent handgun model.
#gamedev #3dmodel
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.
Time to create a playable tech demo with some guns.
25.06.2025 12:52 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Each 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.
25.06.2025 12:47 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0100k moving objects was too much for video compression, RIP.
25.06.2025 12:12 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Doing some stress testing without multi-threading on pure GDscript.
Gotta admit I underestimated Godot's performance.
#godot #gamedev
Yeah, now that I look at it, it's weird. I didn't have time to make a proper demo scene.
Here's a better demo someone made that has the exact same effect applied.
www.reddit.com/r/godot/comm...
Finally made an infinite terrain that doesn't run into floating point issues.
#gamedev
I added the animation blending if anyone is interested.
23.06.2025 19:33 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Fixed a issue in the animation baker logic. Should be good now.
23.06.2025 09:37 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Blender just deleted an animation that I spent 2 hours on because I didn't enable "Fake User". Lovely.
22.06.2025 20:26 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Update on the vertex animation shader for Godot.
I created an addon called AnimatedMultimeshInstance3D that does all the baking for you inside the editor.
Link:
gitlab.com/shadecoredev...
#godot #gamedev
Sharing the vertex animation shader for Godot that I am working on and will use in my game.
It allows to draw tens of thousands animated meshes with unique per instance animation in a single draw call.
Shader:
godotshaders.com/shader/verte...
#godot #gamedev
Vertex animation with instancing is awesome.
#gamedev
Day-night cycle and random daily cloudiness.
#gamedev
Sharing the post-process shader for Godot that adds rain puddles with ripples and reflections.
It's is available for free:
godotshaders.com/shader/rain-...
#gamedev #godot
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