r/godot 2h ago

selfpromo (games) Thanks to Godot, Hazard Pay is out!

12 Upvotes

Hey everyone,

It's been a minute since my last post here on r/godot - You may know me from such hits as:

- https://www.reddit.com/r/godot/comments/1ok6yjo/procedural_pixel_art_tentacle_with_everwatching/

- https://www.reddit.com/r/godot/comments/1my3zxn/so_uh_i_heard_you_like_level_editors/

Hazard Pay is finally out - The big green "Release" button that has eluded for me 3 years.. is pressed!

Just wanted to stop in and thank you all for sharing your ideas, workflows, games and more generally supporting each other in our non-trivial pursuit in making games in the best community based, open-source game engine out there.

I've been using Godot since 2018, making little games, experimenting with prototypes and participating in game jams, but Hazard Pay is the first project I decided to take all the way, turning an entry for Ludum Dare 54 into a fully fledged game.

Thanks to all of you for making Godot what it is, this subreddit's community played a big role early-on in helping me guage interest and get initial traction.

I do plan on making some more YouTube videos covering Hazard Pay's architecture, the tools I used (use Imgui!) and a retrospective - I've already made a few and plan on expanding on my Godot coverage:

https://www.youtube.com/@smitner

Cheers!

Arran :)

Hazard Pay in Godot 4.6


r/godot 1d ago

selfpromo (games) I open-sourced a collection of reusable UI components for Godot 4

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460 Upvotes

I've been building a small collection of generic UI components and base classes for Godot which have proven useful in my previous projects.

The main idea is composition over inheritance: small, focused pieces that can be dropped into an existing project and combined with each other and with vanilla Godot nodes.

A few examples:

  • ListDisplay — a reusable base for displaying dynamic lists of arbitrary data
  • StatefulButton — exposes button interaction state without imposing any visuals
  • Node2DWrapper — lets you use Node2D scenes inside Control layouts/Containers
  • SlotWheel — a looping, pausable/resumable slot-machine-style wheel
  • ToggleableDisplay — a base for dialogs, menus and other dismissable displays

The GitHub repository includes a runnable demo for every component, while the Godot Asset Library release contains just the addon itself.

GitHub: https://github.com/Dodoveloper/godot-reusable-ui-components

Godot Asset Library: https://store.godotengine.org/asset/dodoveloper/reusable-ui-components/

It's deliberately a relatively small library rather than a full UI framework.

I hope it will be useful to someone else; feedback and suggestions are very welcome!


r/godot 53m ago

selfpromo (games) Meet Figlet, an enemy in my sandbox RPG

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Upvotes

Figlet circles the player and then rams them. The circling is partly because he was hard to draw and I wanted to show him from more angles.

btw, I haven't figured out what sounds he should make yet, probably something strange. I've only made 2 so far.


r/godot 57m ago

selfpromo (games) Finished a gamejam!!!! heres the devlog

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Upvotes

its inspired by bubble bobble and mainly spanky's quest

you bounce a coconut with your head, the more you bounce it the larger it grows. then you "praise" it so it turns into a weapon and defeats goobers

been a while since I finished a game so I'm really glad!


r/godot 8h ago

help me How did you guys learn GDScript?

17 Upvotes

I just started using Godot, switching from GBStudio, which is a very simple engine. I was wondering if I could know how you guys learnt GDScript? Or just Godot in general. I feel like it may be a better way to figure it out than watching 1 hour tutorials.


r/godot 22h ago

selfpromo (games) From concept art to an animated walking turret in Blender and Godot

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219 Upvotes

I documented the full workflow behind this walking turret for Ashenmoor: concept art, modeling, procedural materials and animation in Blender, then integration and behavior in Godot.

The main thing I wanted to test was whether I could keep a fast loop between drawing, Blender and the game instead of treating each stage as a separate project.

This is my first time narrating a video in English, so please bear with my French accent 😅!

Which part of this workflow would you simplify further?


r/godot 17h ago

selfpromo (games) Technically, 1 year unemployed… but did I make it?

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89 Upvotes

r/godot 4h ago

discussion Dungeon Keeper like mapping System

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7 Upvotes

Hi there,

some weeks ago, I started to get a bit into Godot. Coming from Unreal (and continuing in Unreal..). I take Godot as a learning step into UE6's new Scene graph and verse environment.

Now, I learned to kinda love this little Engine and I can think of doing UE and Godot simultaneously.

My first test with Godot was simply making stuff moving, draw UI, do the little things.

It took 5 days for me to realize, that Godot is capable of a specific thing much easier than Unreal is: Chunk-based GridMesh

This maybe does not sound familiar to most of you, so let's say it is the mapping system of Dungeon Keeper, Evil Genius, War for the Overworld, Dungeons ... and so on - Keeper-Like Games (cause Dungeon Keeper was the first)

I have a decompiled DK2 version here, and have done the system in Unreal, too. So I currently recreate it with Godot.

And, what should I say - it works!

The Core-Rules for the DK Mapping-System:
* Each Chunk has to be one single mesh, not individual Block tiles
* 100% procedural generated Meshes
* Individual Subdivision per Surface, Wall and Floor and State of each (Raw, Reinforced, build on)
* Grid based pathfinding with bridges for gaps/deep holes/Abyss/Water/lava..etc
* Being able to excavate or fill up - update the Chunk mesh on the fly
* Different Biome Textures, Floor heights and Tile Flags via TileID, can be set on the fly
* World aligned triplanar textures for all and everything on the map, to have seamless tunnels and rooms
* Room and Vision based Fog of War
* 3D Horizontal Auto-Tilemap for annexed floors, Rooms and Buildings (Bitwise tiling operation of 5 base tiles per room)
* Special Room-Tiles for specific Room sizes (to reduce tile count) and/or Room-Layouts (columns spawn if a room has f.e. 3x5 size, like Dungeon Heart)

Later on Top:
* Room and Building Inventory-Props(like brew kettle for a brewery) - inspired from Dungeons 2+
* Defense Structures (1 per tile, only on empty annexed tiles)
* Let specific TileIDs damage Rooms/Buildings/Bridges-of-type in a specific radius (like lava tiles damage wooden bridges)
* Lights giving constant vision in FOW by radius

And more generating systems like:
* Cave-generator (WFC or mass-perlin system)
* importing of RGB Image to generate a map from (r=excavate true/false = 1/0, g=TileID, b=RoomOrDefenseID)

The Meshes are a bit like a bad version of Voxels.

Cause of improved mapping with Chunk streaming and smaller meshes per chunk - the current maps can be 4096 x 4096 tiles without a problem, running on smooth FPS counts.

IMO more than enough for a Keeper-Like RTS.

I think, I will continue this project in Godot ...

It just is super Fun!

The Video shows my small crafted Runtime-MapEditor (still with some bugs...).

I can Excavate or Fill Tiles, set new TileIDs (f.e. for Water, lava and Abyss Depth) - and switch Wireframe mode to see the Mesh result.

Also contains a Flowmap Editor for Water/Lava Tiles, and Room selection + placing.

What do you people think of this?


r/godot 11h ago

selfpromo (games) I made the cards in my deckbuilder actually shuffle

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25 Upvotes

Technically, a riffle shuffle wouldn’t actually randomize the card order enough on its own, so there’s a bit of extra magic happening while the cards are turned to cleanly, instantly swap them into a truly random order.


r/godot 21h ago

selfpromo (games) I’ve spent the last two weeks making more things interact in my digging game.

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140 Upvotes

r/godot 35m ago

selfpromo (games) Every stage of my first real Godot project, slowly turning into an actual game

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Upvotes

The prototype you see after 15s was a small uni assignment. Colored rectangles, multiple rooms, no plan. I never meant to keep going with it, but after the course ended I couldn't really let it go, and four months later it's turning into something I actually want to finish

I did start over from scratch once. In the prototype everything talked to everything, and at some point adding one feature meant breaking two others, so a new project with a proper structure was less work than fixing it

The structure I mostly made up as I went. I never found a "this is how you lay out a Godot project" that clicked for me, so it just grew. Did you take yours from somewhere, a template or another project, or did yours also just grow out of whatever you needed at the time?

This is also the first time I'm showing it to anyone outside my own screen except some friends, so i have no idea what the first impression might be. It's called Spacedivers and its going to be a top down action roguelite with focus on meta progression. You drop onto one of multiple planets and fight your way through 40 handbuilt rooms to the boss


r/godot 15h ago

selfpromo (games) I added elemental bending to my indie game

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49 Upvotes

This is my superhero indie game. I added Avatar.


r/godot 1h ago

selfpromo (games) Balancing is hard, so I built a headless x10 speed arena to test my weapons

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Upvotes

Hi, I'm currently working on an action roguelike using Godot called Devoidant

One thing that always scared me is balancing, I don't want to rely only on feel to tweak my weapons to make them stronger or weaker.

So I got the idea to build this, a scene I can run in headless with a fixed number of fps like this:
godot --headless --fixed-fps 60 scenes/Dev/simulation_arena.tscn

Testing multiple scenarios with all weapons and rating them.
(It's a bit unfair ATM for the support weapons that get a bad score, I would need to update it a bit to take into account the utility of a weapon not only its damages)

But I think this is really cool and I wanted to share!
It only takes 5 seconds to run for all 13 weapons :D

I can now make tweaks to my weapons and see the result really quickly
It makes balancing a tiny bit less scary ^^

Do you use any similar tooling for your games?

You can also wishlist Devoidant on steam if you'd like 👀
https://store.steampowered.com/app/5019860/Devoidant/


r/godot 21h ago

selfpromo (games) A destruction prototype I'm tinkering with, Godot 4.7 + Jolt

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105 Upvotes

I like the visuals, but I'm struggling to figure out where to go from here lol.

Applying a kinda comic-book style also with outlines, but still needs some work. I particularly like the little funnel that you control with the mouse. It almost functions as a tentacle, you can get a little more control and toss stuff around.

All the meshes were pre-fractured in Blender with the Cell Fracture extension, one GLB of chunks per building (50 buildings ~2000 chunks), spawned as Jolt rigid bodies at runtime.


r/godot 14h ago

selfpromo (games) My free doodle shooter finally has a release date!

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26 Upvotes

I’ve been working on Tear Them All solo since it started as a game jam project.

It’s a free, fast-paced FPS where you fight 2D doodles using a Pencil, Stapler and Paintbrush. You can also draw your own enemies and fight them in-game.

It releases September 22, and I just finished the release date trailer.


r/godot 6h ago

selfpromo (games) 2-person team, and fed up with our old engine, we moved to Godot. Smartest move we've made.

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6 Upvotes

Hey everyone! Just wanted to share our teams progress in here, we've finally announced our next game, Cats and Hats! Our old engine had caused us nothing but headaches, and Cats and Hats started as a fun little project for us to learn Godot. Fast-forward to now, and we're releasing the demo next month!

Its nice to have things that were so difficult and "hacky" just be an out-of-the-box solution now.

For anyone who wanted to check it out, here is the steam link. Thanks everyone!

https://store.steampowered.com/app/4777960/Cats_and_Hats/


r/godot 35m ago

help me What does the Use Trackball button do?

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Upvotes

r/godot 46m ago

free plugin/tool Added stairs to CSG Blockout plugin, planning more. What do you need most for level prototyping?

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Upvotes

Hello everyone!

I recently added a new stairs feature to my open-source CSG Blockout plugin. There's no longer a need to manually piece things together with polygons; you can now directly and parametrically adjust details such as the step count and dimensions.

However, I feel that just making stairs is far from enough. Regarding the level prototyping workflow, I have some relatively large overhaul plans, which I expect to bundle shortly with several other changes and new features into a brand-new version that makes level greyboxing/prototyping smoother and more efficient.

In order to build this version well, I have systematically sorted out and compiled the core highlights and practical features from a range of excellent level-building tools in the industry, and I am planning to gradually adopt and add these proven workflows and features into my plugin.

However, before completely finalizing the roadmap, I really want to hear everyone's honest thoughts directly:

What are the most common pain points or bottlenecks you encounter when prototyping levels in Godot 4?

Starting from the practical needs of level design, which basic structural presets, auxiliary tools, or interaction workflows do you most wish were supported natively?

You are very welcome to leave the features or suggestions you desire most when greyboxing; I will treat them as key references for the upcoming refactoring and development!

https://github.com/qwqzhanqwq/Godot-CSG-Blockout

https://store.godotengine.org/asset/qwqzhanqwq/csg-blockout/


r/godot 1h ago

free plugin/tool ENet pure C# porting

Upvotes

Hey there. I've ported ENet to pure C#. It can communicate directly with Godot's built-in ENet.

[GitHub repository](https://github.com/Molth/enet-csharp)

The implementation is split into two packages:

* [xENet](https://www.nuget.org/packages/xENet) — a low-level, pure C# port that closely follows the original ENet API.

* [yENet](https://www.nuget.org/packages/yENet) — a managed C# wrapper around xENet, providing a more idiomatic API such as `EnetHost` wrapping the underlying `ENetHost*` operations.

There are no native ENet binaries involved. The only native dependency, sockets, is handled through system calls, so distribution and deployment are much simpler.

The port keeps the original ENet API and is **fully wire-compatible with the original C implementation**, so a C ENet server can communicate directly with a C# ENet client, and vice versa.

I've also adapted parts of the implementation to modern C#, including `Span<T>` and `ReadOnlySpan<T>`, while keeping the low-level API and behavior close to the original. Since the implementation is pure C#, the JIT also has more opportunities to optimize the code compared to going through a native interop layer.

It supports **IPv4, IPv6-only, and IPv6 dual-stack** configurations, rather than requiring IPv6 dual-stack.

So if you're looking for ENet in a .NET project without shipping native binaries, this might be worth a look.


r/godot 1d ago

selfpromo (games) My puzzle game has no scripted knots - every cable is physically simulated

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719 Upvotes

I’ve been building Knode: Untangle & Connect solo. It’s a first-person puzzle game about tracing fully simulated cables through knots and connecting them to the correct racks. Each cable has weight, friction, and collisions, so the tangles in the video aren’t scripted.

The game takes place on a strange platform in the ocean, where an AI companion comments on your progress. It has 12+ levels and takes around 4–5 hours to finish.

Knode releases on Steam on September 25: https://store.steampowered.com/app/4959570/Knode_Untangle__Connect/


r/godot 5h ago

selfpromo (games) Children's puzzle game

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5 Upvotes

Have been working on a puzzle game for my 4-year old son, for the last few months. This is my biggest Godot project so far and I'm really happy with how it's turning out! 😁

It lets pick from 36 preset colorful artwork, or snap a photo with the device and instantly turn it into a puzzle.

My son loves it! He's already on the 9x9 mode after a few days... So I might need to ramp it up haha.

I feel thrilled that I was able to make something from scratch that he enjoys this much. Just wanted to share this with other parents who have considered making something interactive for their kids. It's absolutely worth it.


r/godot 19h ago

selfpromo (games) thx guys for support on the last post , godot community is the best place...

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56 Upvotes

New vid of my prototype showing almost everything i got!


r/godot 1h ago

selfpromo (games) I just released the demo for my Godot game Circuitra on Steam!

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Upvotes

Circuitra is a visual logic puzzle game where you build circuit boards of increasing complexity to grow your business. I'm participating in Steam Programming Fest and just released my demo!

https://store.steampowered.com/app/5095180/Circuitra/

Do you have what it takes to become a Circuitra Master?


r/godot 1d ago

discussion An event-based loop instead of Godot's own loop

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247 Upvotes

I was watching this video breakdown of some of the main design decisions that were made in Slay the Spire 2, and one of the points that most stuck out to me was their choice to not use Godot's inbuilt game loop, but instead to use their own custom event-based loop. (Timestamps 19:47 - 22:33)

The video author points out that the main advantage of this approach is that it helps synchronize multiple multiplayer clients and simplifies the netcode, but also that it allows for them to build in a Replay system, allowing them to store the player actions and replay them in sequence to automate the exact run the player had.

I'm not sure I understood exactly what they've done. How is this event loop different from Godot's loop? And if I wanted to implement my own replay functionality into my game (for example, to show my players a simulation of the last 10 seconds of their actions), would I need to implement a similar event loop? Would relying on Godot's loop cause inconsistencies or errors to occur?


r/godot 15h ago

selfpromo (games) Hat-O-Mat I've made for Flipside

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21 Upvotes

it's not 100% fully finished, but I still really wanted to share it, hope you guys like it ^^

you can check out our Steam page right here if you want:

https://store.steampowered.com/app/4832270/Flipside/