Updating an "Intensity" variable based on how many particle and sound effects have been emitted recently to smoothly fade the music tracks between different tones
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Testing out fleet pathfinding against a practice target. A few hiccups and bumps still, but for the most part the ships figure out a place to be where it can shoot at the target.
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Today I added a little spinning wireframe portrait in the unit panel. It works by loading the model in a sub-viewport and enabling wireframe debug mode!
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A space battle made in #godot
A battle between 500 ships all in Godot!
Each ship is a RigidBody3D and each projectile is a scene with Raycast3D. The engine trails are GPUParticles3D.
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2v1 real-time space ship battle
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The ships are all made using Wings3D and Blender before importing into Godot. I use a custom palette based on "Imphenzia PixPal" so I can easily swap palettes for custom shaders in my game (and make content quickly!)
#Godot #gamedev #blender #solodev #lowpoly
Here's a showcase of swapping the palette used on a model. Since it's all done in the shader, thousands of ships, turrets, and projectiles can be used in a scene all using unique palettes.
Using DebugDraw3D to show unit behavior in slow-mo in a 3D autobattler
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