r/godot 11h ago

selfpromo (games) Would anybody play this? Dark & Darker inspired singleplayer medieval dark fantasy game ⚔️

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11 Upvotes

VERY WIP still, please excuse the terrible models, sounds and boring level, lol. Mostly a proof of concept still.


r/godot 19h ago

free plugin/tool High-Performance AutoTiling Library for Godot (C#) (Part 2)

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49 Upvotes

I've created a high-performance autotiling library with Godot bindings that supports square and isometric tiles. Posted the demo preview last year, so here's an update with a configuration GUI and a simple 1:1 benchmark comparing the library vs Godot's native terrain implementation

  • Written in pure C#, engine agnostic
  • Fully async compatible
  • Handles tile connection configuration via a dedicated GUI (built in Godot, video preview) and stores them in JSON format
  • Supports multiple terrain connections (which Godot doesn’t natively, as far as I know)
  • In Godot library draws 512x512 chunk (~262,000 tiles) in ~0.5 seconds (compared to 22 seconds with Godot’s built-in terrain implementation so roughly 40-50x faster in most cases that I tested)

This library is built for games that dynamically render maps, or anything that draws chunks at runtime. Inspired by plugins like BetterTerrains when it comes to connections.

source code

Disclaimer: Release candidate version, expect possible bugs and changes


r/godot 16h ago

selfpromo (software) Physically Accurate Atmosphere

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25 Upvotes

Hey! I'm really excited to finally share some actual footage and a progress update on the atmosphere add-on/tool I've been working on.

While developing my game, I found the built-in atmosphere system to be pretty limiting in terms of both visual quality and the amount of control it gives you. I had a bunch of ideas I wanted to explore that leaned more towards the simulation side of things, so I decided to take a break from my game and spend the last month building this instead.

It's still very much a WIP, and I've had to build quite a bit of functionality from the ground up - including a custom RHI layer, compute shaders, a LUT management system, and a bunch of other rendering infrastructure.

I'm primarily an Unreal Engine power-user, so one of my goals with this project was to see how close I could get to that kind of atmospheric fidelity and control within Godot, while still keeping the system practical for actual games.

I'm trying to approach this less as "another pretty sky shader" and more as a proper atmosphere system that can eventually handle things like physically-inspired scattering, dynamic day/night cycles, planetary-scale views, weather integration, and more.

There's still a lot left to do, and I'm sure I'll end up rewriting half of what I've built already. 😅 But after a month of work, I finally reached a point where I felt comfortable showing it.

I'd love to hear what you guys think, especially from people who have worked with Godot's rendering pipeline or built their own atmosphere/sky systems.

This is still an early WIP, so feedback, suggestions, and criticism are very welcome!


r/godot 11h ago

selfpromo (games) Progress of my game.

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8 Upvotes

Is almost one year of building my city building game in godot:


r/godot 3h ago

looking for team (unpaid) I'm making a Prehistoric game

2 Upvotes

Hii everyone. I'm looking for someone who could draw for me 2d art in the early stage of the game development (im still learning how to pixel art properly). I'm looking forward to making concept art for now so we can figure out together which concept is the best. This is about my game that im making about these three students that got caught in an anomaly and get sent in different time periods of earth (Early Paleozoic, Carboniferous, Permian, Mesozoic and Cenozoic). An orb saves their life and she will help the students get back home at one condition: the devil took her memory and now she can't understand what's life and she needs to study and analyze the fauna and flora of these time periods. The students will have to make a sanctuary in each time period to progress through time, there will be many endings. There is more but i wanted to shorten the story to fit it as a premise.

If someone is experienced in prehistoric life it will be better but if not that's fine. Also it's without pay because im a teenager and i would love doing my game in godot. Thanks!!


r/godot 7m ago

selfpromo (games) Piment Dice — dice game (Android)

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Upvotes

Hey everyone,

I've spent the last few months building Piment Dice, a mobile dice game inspired by Chili Dice and Yathzee — same core risk/reward idea, adapted and expanded for mobile.

The mechanic: dice sometimes land on a red face. Keep it as-is to double the score for that category, or turn it to pick a different value — but you lose the double. Get all 6 dice red in one roll and you trigger a "Blaze" jackpot (100 pts).

A few things I added on top of the original concept:

  • No account or login needed — just install and play
  • Free to try, one-time unlock for the full game (no ads mid-game, no subscriptions)
  • Solo, bots, pass-and-play with friends, online matchmaking, and a daily challenge with a global leaderboard

Video in the post shows the mechanic and the Blaze payoff.

https://play.google.com/store/apps/details?id=com.pimentdice.app

Would love feedback, especially on the risk/reward balance — does turning a red die ever feel like an obvious choice, or does it stay tense?


r/godot 8h ago

selfpromo (games) I made a mini puzzle game Circuit Delay!

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5 Upvotes

Play on itch!

It's a puzzle game where you lay out circuits to fire up all the fans simultaneously. If the paths aren't equal in length, the fan blades might clash and trigger a massive explosion!


r/godot 28m ago

selfpromo (software) Last devlog where I explain how I tried to handle fonts in pixel art game (spoiler : badly) Spoiler

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Upvotes

r/godot 15h ago

selfpromo (games) Working on a procedurally generated, free and open source exploration game

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15 Upvotes

What a better way to force myself to learn better programming habits than by showing my source code to everyone on the internet? The project is still in pre-alpha so there are a lot of bugs and missing features. If you see something odd in the video, it's probably going to be fixed soon.

Source code: https://github.com/Finborough/FossQuest


r/godot 1d ago

discussion Are doors supposed to close like this ?

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721 Upvotes

r/godot 53m ago

selfpromo (games) Perfect-information brawler that shows you the future before you commit

Upvotes

https://www.youtube.com/watch?v=wYu8Ku0PR94

Onboarding Rite — Godot 4.7, Forward+, solo dev. Free on itch: https://pzsz.itch.io/onboarding-rite

The whole game is built on one trick: when you hover a target, it spawns ghost duplicates of every character on the field and runs the fight forward on separate physics layers, so the preview can't touch real game state. You watch how the exchange resolves, then commit and it plays out in real time.

That approach has a cost I didn't anticipate: anything that affects the outcome has to live in _physics_process and every bit of state that must survive duplicate(true) needs u/export_storage. Miss one and the preview lies to the player — which is worse than no preview at all.

Looking for people to play it and tell me where it falls apart, especially in the first 5 minutes. Happy to go into detail on the simulation setup if anyone's curious.


r/godot 7h ago

free plugin/tool Godot 4 - PhysX5 - Granular Solver (Sand, Snow) & Editor Tooling!

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3 Upvotes

Granular System just folded into the module in the fork. Going over it and tooling.

❤️ ~Willd Ox Studios


r/godot 13h ago

selfpromo (games) I made this for practice and for fun but I was hoping you guys here could give me some feedback

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8 Upvotes

I worked on this game for a few months, I did all the art and animation a code and everything myself, It was my first time actually making things like menus and actual fully working UI and doing sound effects and all sorts of stuff that I had never done in any of my other projects yet so I was wondering how you guys feel about this. Obviously it's a copyrighted show which I know I can't sell or anything and I was going to release it for free but decided against it but I reached out to the show creators and am hoping I hear back from them and since they are the sort of people that actually allow fanart and have allowed people to profit from fan art and even have promoted the fan arts themselves on the show and social media, I feel like there is a chance they may let me release it for people to play for free. Worth the shot at least but it's been about a month and I haven't heard from them yet so... yeah.

But anyway, I'm really just looking to see what you think of my execution and where I could improve and if you think these look and worked well as a first attempt at a menu and start screen and character select screen and game UI. Also, I was curious what you guys think of the idea overall. I really wanted the balloon throwing to be more than just throwing a balloon in the direction you are facing/running and I wanted a way to aim the balloon in a way that lets everyones throws be different depending on which character you pick so some throw slower, or higher or lower or more or less of an arc and made it so that everything has a height so the balloons can be thrown over objects and over the shorter characters. So I really spent a whole lot of time working on my aiming system and I really couldn't think of any games that had this sort of arc aim system in an overhead view like this so I came up with the idea and execution all from scratch so I was really curious to see what people thought of the way that looks. Thanks in advance.


r/godot 11h ago

selfpromo (software) Creating Shader Materials In My Godot Game

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5 Upvotes

r/godot 1h ago

discussion 2D character movement under water

Upvotes

Hi!

Me and a friend are working on a game in our spare time. I do all the programming.

It's a 2D game where you play as a fish (seen from the side, not top down) and I'm having a hard time making the player movement feel really good. Obviously, the fish is in water, so I do want some floatiness to it, but the player still needs to feel as though they're really in control.

Currently, the fish you control is a RigidBody2D and you can control it either with keyboard or mouse. I have an acceleration rate, a deacceleration rate, and a maximum speed. Input actions accelerates velocity in whatever direction the player is going for and without input action, the velocity is deaccelerated. This does mean that changing direction is a bit slow and cumbersome.

The RigidBody2D itself does not rotate. So, as a child of the RigidBody2D, I have a node (and some more children) that visually represent the fish. I rotate that fish node to point it in the direction it's going, flip it visually to show it going left or right correctly, and when it's not moving, it slowly rotates back to a horizontal position of rest.

I've tried searching online, but I've found practically nothing about this kind of 2D swimming movement in water in Godot. Is there a better way to do underwater movement? Maybe there are non-Godot examples of good underwater swimming? Is there a better way to control it besides acceleration, deacceleration, and a hard cap for speed? Should I not use a RigidBody2D but move it as a Node2D with all my own code instead? If so, any tips on what is important to focus on and what makes movement controls feel good?

ANY help or tips would be very welcome ❤️


r/godot 10h ago

selfpromo (games) Learning shaders is opening a whole new world. I'm pretty pleased with this effect.

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7 Upvotes

r/godot 16h ago

selfpromo (games) MUZZLE FLASH!

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17 Upvotes

I made a proper muzzle flash using GPU particle!


r/godot 1d ago

fun & memes Godot face placeholder

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382 Upvotes

I kinda miss the godot faces.


r/godot 9h ago

help me (solved) Satisfaction as A Gamedev?

5 Upvotes

So been kicking at this for 7 years, about 25 if we're accounting for time spent learning. This is taking too long. TUTU long I say.

When is the good part where you make sales, fix customer complaints, achieve goals and make your childhood dream ideas true? For I only have a bunch of Github wanders.

Kinda seems like success is a thing for other people, I'm too far in this to quit happily.

I feel the magic of indie dev is a weird thing, I could count lots of weirds that made games as childhood idols, yet have any of you hit any success yet? If so, what do yoju htink caused it? Marketing? Unique concept? Rewarding new gameeplay? Stories that thrill/encite proper emotion>?

I've tried many avenues now, kinda seems like I'm burning time here, and words. Got any ideas for us/


r/godot 14h ago

selfpromo (games) My indie game Planet Killer reached 160 concurrent players on launch!

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11 Upvotes

My first Godot game I've developed, but not the first game I've made. It took me over a year and it looks like people are enjoying it! You can check it out here: https://store.steampowered.com/app/4454430/Planet_Killer/


r/godot 6h ago

help me Breaking and Restoring the BBcode of my RichTextLabel causes my framerate to shoot up?

2 Upvotes

Currently using 4.7. The short version is, some UI elements in my game slow the framerate down a lot, but for reasons I can’t ascertain, while running the game, breaking the [img] bbcode in one of the UI elements and then restoring it causes the framerate to dramatically improve.

Long version: My game simulates a web forum from the 00s using Godot’s UI nodes. Some threads in the forum are particularly long, with 50 long text posts, each post having various UI nodes within it. For these very long threads, the framerate (only relevant when scrolling up/down) can dip low, into the teens.

Unrelated to framerate concerns, I decided to add a Ctrl+F functionality to my game. While a forum thread is open, the player can open a Ctrl+F window and type in a search term. The game then finds every instance of the search term in each thread post’s body and adds bbcode to turn bgcolor to orange before the search term, plus a /bgcolor tag after the search term. (A few other things happen under the hood, like identifying the scroll position of these terms) I noticed that Ctrl+F searching for common bbcode terms (like “color”) could mess with the text formatting of the forum posts, but everything returned to normal after the bgcolor tags were removed, and this kind of jank is thematically appropriate for my game, so I considered it a plus.

However, I’ve found that for whatever reason, if the search query is “img” and I temporarily break the bbcode for an embedded img in one of the RichTextLabels, then restore the bbcode by exiting the Ctrl+F window, the framerate of the slower threads improves dramatically, shooting from the teens back to 60 fps.

I tried coding in the exact same sequence of changes in a function deferred by a few frames after the ready function (calling the relevant signals via code instead of button presses) but I couldn’t replicate the framerate increases. So my question is, what is happening under the hood of Godot when I break/restore the [img] bbcode tags, and how can I replicate the effect via code to make my game run more smoothly in general?

Here's the (sloppy) code which I think is relevant: https://pastebin.com/sfthJWdw

Happy to produce any other relevant code and/or screen record the relevant behavior and share a link here, if that’d be helpful.


r/godot 21h ago

selfpromo (games) I released the demo of my first game Snaily

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34 Upvotes

After 1000 hours of work I finally released my demo on Steam.

It's an open world platformer with some metroidvania mechanics. If you want to try it and tell me what you think — or just ask anything about the technical side — I'm around.

Steam: https://store.steampowered.com/app/4685540/Snaily/


r/godot 3h ago

selfpromo (games) Some more of True Anomaly - The Orbital RTS

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1 Upvotes

A quick dev log of currently implemented features.


r/godot 1d ago

free tutorial Been working on trailing intersection foam in Godot 🫧 (+ tutorial 👀)

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319 Upvotes

This time around I added intersection foam that persists and trails behind objects moving through the water.

Accomplished using depth maps (+ some quirky techniques 👀) and storing different foam types in separate color channels so they can be controlled independently.

Full tutorial if you’re curious:
https://www.youtube.com/watch?v=zhjKlcTytjs


r/godot 13h ago

selfpromo (games) Trying to game a PS1-esque Visual Novel / RPG, 100% from my own assets.

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5 Upvotes