I’m started making some visual tree to see what could I do next in game, as everyday I feel getting lost in sea of possibilities .
Shortly said : Its my hobby, started roughly 3 months ago with game dev, got 2 hours a day , weekends longer to learn and apply concepts , previous experiences from programming in python .
What I have in mind to do is RPG inspired by mainly WoW Vanilla but as offline version. So have few basic attack skills, magic spells, levelling , variety of items through random stats and look with their rarity.
Here is current look of “prototype” - one level, one character - walk, idle, attack, jump animation not blend, one npc, animal enemies, building’s placeholders,
What would you add to tree or create solid plan to make a good playable demo ?
Github public link - GitHub - xcoderioslearn/RPG-Prototype
All asset are from KayKit free pack’s
Hmm, that is a tough question as everyone does this differently.
It looks to me like you are prototyping, in which case build whatever takes your fancy next and see if it’s fun.
Personally, I always start with a one page outline of my thoughts. These are not cast in stone and can change of course. The first and most important thing for me is the game play. So, what is the game genre and what is the player going to be doing. The next is in what sort of world. So is it a 2D top down shooter where the player needs to survive waves of enemies, or a 3D first person space game where the player needs to navigate asteroids and mine for resources, or a open world RPG etc etc.
Over time this document starts expanding, perhaps I list all the mission types, or the building types, or the upgrades etc. Perhaps I start to think about the story, the prince searching for the keys for the kingdom (or whatever). However, it is very, very difficult to produce a massive plan covering every aspect from the outset.
So go with what you have for now, and keep adding to it.
As a top tip, do not leave tutorials till the end of the game. Think about them from the start. It already looks like your game needs some intro story, so start adding it. Task 1: Find the HQ and see whats on the bulletin board.
Anyway, good luck. I hope it goes well. Those assets are gorgeous BTW. A great start.
none of the assets are mine currently I took a course from GameDev and there making some assets - such as barrel, box, lighthouse, island, etc., modular dungeon low poly but its fun and learning more about process and how navigate in blender rather then randomly jump from video to video to learn specific thing .
Read the vertex attribute in vertex shader and displace the vertex according to its value. It can only be weight of displacement or weight + direction.
If you’re not using vertex colors for anything else you can encode it there. Otherwise probably in custom UVs supproted by gltf that are exposed in shaders via CUSTOM0-CUSTOM3 built ins. I personally haven’t used any custom vertex attribs (other than vertex colors) in blender->godot pipeline but I’m pretty sure it should work.
Typically stairs are dealt with by having a RayCast3D shooting down in front of the character to detect the stairs, and when a stair is detected based on the height of the collision, the player is popped up to that level. There are tutorials for it.
As for swaying trees, attach the time to a sin and pass that to the x and z coords of the vertexes. Typically you can also use a UV map so that the top sways and the bottom doesn’t. Take a look at Godot grass shaders. There’s a bunch of tutorials out there. It’s the same idea.
I’m trying to create replica using plane and shader but so far it’s failing , I tried this tutorial https://www.youtube.com/watch?v=AK951MB9kXM and instead of noise used actual texture heightmap , is there specific way I should give to Godot heightmap to be able to recreate this chunk of map ?
Wow terrain from extractor have too large size because it chunks terrain texture into 256 pieces , terrain size in obj itself is 9mb which is fine so I Thought to use height map to generate terrain and then occupy it with textures in shader to speed up performance , for example this one pieces exported from blender got 900mb .
The. goal is create similar world using chunk system , but first I want to understand how this is renders and how it optimised .
The idea was to create copy/replica of terrain to utilise shader to make it based on heightmap image , with covering area using few textures to reduce load times and be in control of LOD .
Then I saw also how building in WoW are split into objects, and sections, which could be also utilised later but first I wanted to learn how they split this church, and what is visible to have good load times and stable FPS.
That is ultimate goal for now .
I saw a tutorial once on how to place buildings on generated terrain for an RTS game in Godot. I was looking for highlight shaders and came across it. It was interesting and is the closest I’ve seen to this. You might search around for that.