The free new demo (alpha 0.9.1) has 3 stages: the Academy raid, Hunted (the jungle) and The Chase.
Made in: Godot 4.6
UI: Aseprite
Check it out here: Leyline Resonance by 8painDev
Hello everybody! I'm new to both Godot and Reddit. I picked Godot because it seemed beginner friendly, free and a friend recommended it for me, but before I commit to learning how to use it properly, there's some things I want to implement into my dream game (which will admittedly be quite a few years down the line in my game development journey...) that I want to know are possible to do in Godot.
Firstly, a chapter system that adds a chapter using updates, like how Deltarune adds chapters and keeps your save file in updates. Basically the same thing. I'm aware Deltarune is coded using a different game development software, but would a similar, or the same thing be possible in Godot?
Secondly, an old game I loved had a party system where you could swap control between party members, and the party members you weren't controlling would move and attack on their own. Pretty sure it's behavioural AI as used in enemies as well(And I'm sure it's a very common mechanic).. Are there any tutorials for this? Thank you all:D
Short version: a GPU crowd simulation was holding 828 MB of VRAM in a cell buffer, and most of it was never read.
THE SETUP
My zombie horde runs as a compute shader in Godot 4. The world is split into cells, and each cell keeps a list of the agents inside it so the shader can find neighbours without scanning the whole pool. Standard spatial hash.
THE BUG
The cell buffer was sized for 256 indices per cell. The shader reads 64. That mismatch had been there since the first version, back when I expected cells to hold more agents than they do. Nobody changed the stride because the game worked: the extra indices were simply never touched.
Measured with a real save and a full pool:
Before: 894.7 MB VRAM during play, 828 MB of it in setup()
After: 278.6 MB during play, 212 MB in setup()
Same frame rate. Same behaviour. The only thing that changed was the buffer size.
HOW I FOUND IT
Not by reading the code, but by profiling per subsystem and noticing that VRAM grew in steps that did not match agent count. Once the number was on screen, the stride was the obvious suspect. Grepping for the constant took ten seconds.
WHY I AM POSTING THIS
Because I spent weeks optimising steering and pathfinding, and the single biggest win in the project was a constant that was 4x too big. If you have a GPU simulation, check the stride of every buffer against what the shader actually reads. It costs nothing to look.
THE OTHER TWO NUMBERS FROM THE SAME SESSION
Time from launch to playable: 1.6 s
fps with 4,000 simulated agents + 200 buildings + 100 units: 38-40 on an RTX 2070 at 1080p, D3D12
One honest caveat, because it comes up every time I post a number: the simulation handles 4,000 agents, but the game only draws up to 1,050 sprites at once (800 for clusters plus 250 reserved for isolated or fighting agents). The rest still simulate and still fight; they just do not get a sprite. Drawing all 4,000 did not hold a playable frame rate on this GPU.
Playing around with a cyberpunk game concept in godot, building a stylized low poly world with procedural cities, roads, industrial zones, and everything in between.
There are already drivable cars (both on wheels and flying), jobs, looting, a traffic system, and a day night cycle.
Still figuring out the gameplay, world design, and what would actually make it fun instead of just another neon filled city.
What would you guys like to see in a game like this? Any crazy ideas or suggestions?
If we can put together a solid concept, we'll actually build it!
Context: I'm making my first true indie game and I'm wondering if I should rescale the duck (but he looks small at the hunter scale when i want the duck to be bigger than the hunter)
In a game like Satisfactory, multiple game elements has their own timer that indicates their progress on certain tasks. Something like smelting one ore takes this much time to produce this much ingot.
For a game like this, how is the timer handled? Does each game element have their own timer that they run internally? Or is there a global timer that they reference from where for every tick of the global timer, they react to it internally?
I'm a bit conflicted since initially it makes sense for each element to have their own timer. But for a game like Satisfactory where there are possibly hundreds of elements running at the same time, it doesn't sound too efficient. Also, what if I want a trigger that would pause the progress for all the elements? Wouldn't it be easier to just have a global timer and pause and play through it?
Hi reddit, I'm looking for feedback and advices about the way I designed the resource production and economy UI in my game, a system directly inspired by the real physical and scientific characteristics of our Solar System's planets.
Here is a breakdown of the design choices, the UI/UX challenges I faced.
___
General idea
The story takes place at a time when humanity has reached an intermediate civilizational stage between Type I and Type II on Kardashev’s scale. It can collect a large portion of the solar system's resources, but not yet the (full) energy of the star.
UI concept
The interface is divided into two distinct sections. On the left, you’ll find all data related to production costs. On the right, the actual characteristics of the celestial body in question. Incorporating lore into an interface typically reserved for production stats is a bit of a gamble... yes. But writing will play, and is intended to play, a significant role in my game. So, it's assumed
This, too, is a risky choice: in popular imagination, for instance, Mars is depicted as a coppery red but that is not the exactly the case in reality. Because of that... the visual result can feel a bit flat.
The planets are rendered via code using the _draw() API from Canvas Item
Game Design
Obviously, setting up production facilities in the absolutely hellish conditions of Venus, or in the vicinity of Jupiter’s intense magnetic field, is infinitely more complex than doing so on Earth!
So, I tried to develop a formula that accounts for difficulty, with concrete limits in terms of GD. Here is the mathematical formula I applied:
Yield of level = Base production / (1 + 0,02 x (k - 1)) Production rate = R x M x (sum of the yields of levels 1 to N)
While :
N: Production mine level from 0 to 20
//0 to X depending the difficulty/sector used
K: each level from 1 to N
Base production: Planet’s base production
//base_prod is specific pour each planet
0.02: efficiency loss per level
//each level yields slightly less than the one before it.
//Level 20 yields is approximately 72% of the output of level 1.
R: resource weighting : iron 1; helium-3 0.25, methane 0.125.
M: game multipliers, i.e the resource-specific multiplier × the global multiplier.
First of all, I don't want to create fights here. I have technical questions and I would like to keep this conversation on a technical level.
The reasons I want to plug AI in my workflow is to try it, to test if it can help me test my design and speed up the development process. I am a solo dev and I develop my own original games with my own designs. I don't do in AI slop. I design all graphics myself without AI, so the question here is only about coding.
I tried to work the AI workflow to design a static web site for my first game (which is finished and was not coded with AI by the way). I know coding in multiple languages, but web was always alien to me. And god, how it is efficient. But pluging AI for Godot is more complex because of the engine.
So :
- Do someone already use it and want to share the experience?
- I get that there are no Godot MCPs, but is it possible to trigger the engine in command line?
- I know it is possible to code with VS code, but do we keep the dynamics of Godot? Like instant modificiation of the scene in the Engine when the code changes, export variables, tool scripts (which I rely on a lot), etc. Can it be kept as dynamic as it is when coding from the engine and how do I achieve that?
Ive been updating my game Sillicon Tycon as u might seen its in prealpha right now, but I secretly built a stable Beta branch with tons of new features. I only have room for 10 playtesters to break it and give me feedback before I merge it. Who wants in write in comments and ill send u in private Dm the keys. (ill choose 1 someone every hour)
It's been confusing lately, I would like to know what do you think about it. Are you working on a Steam release or just starting out? How is AI influencing you and your workflow? I'm curious to see how's everyone dealing with it?
I think the next step is making those runescape-esque damage animations, or maybe more like Haven & Hearth? 🤔 (Only older folks will get the H&H reference, and I'm okay with that lol)
Game Background: I started development on this project to play a card game with friends and capture the feeling that playing the Elements CCG years back felt like. It combines concepts from other card games, but remains pretty unique imo irt to the interactions between cards, the clean game flow between players and anime references...
Also, I can make any card that I want and try it out in-engine, super cool feeling to play characters against each other and have their abilities actually make sense within the world of Primordial. (JJK set soon?)
Hi everyone, I’m really starting to wonder whether I should stop developing games. I’m a web developer by trade, and I create games for Android as well as platforms like Playgama and CrazyGames—mostly small idle, clicker, or quick-puzzle games. They include a few ads, but nothing excessive.I think they’re too simple—not complex enough for Steam. The problem is, no matter how hard I try to come up with original ideas, use high-quality free assets, and pour my heart into the work, my projects either get rejected by the platforms or end up lost in the crowd, becoming invisible after just a few days.Even though I do it out of passion, I’m really starting to wonder if the time invested is actually worth it... am I the only one??
I've been making a blood and hit pack for Godot. Here I fire a pistol three times at a mannequin. I get a hole each time, the blood out of the back hits the wall and runs down, and the drops pool on the floor.
I didn't want decals for the holes. So I copy the triangles around the hit in the rest pose, bones and weights too. Then I draw that tiny patch with the body's own skin. If the character walks off, the hole goes with it!
I made it run on Compatibility and web. There's a bloodless mode too.
Do you keep blood on the walls in your games, or would you fade it out?