Tag: godot engine

  • Dev-log 4.2  Map UI

    Dev-log 4.2 Map UI

    Under the hood I had to write an update before I lose track. We’ve onboarded new team members and improved our workflow and infrastructure, did some UI work, added lighting and textures to the hangar scene, and more. The hangar: This is a scene where players will spend a lot of time in, and it…

  • Dev Log 3.6

    Dev Log 3.6

    Why lightmaps also make economical sense for gamedev. Most devices that people already have that *could* play games are the ARM CPU GPUs in our phones. Or they are thin laptops without dedicated GPUs. Targeting a RTX 2060 as the min-spec means 80% of potential gamers won’t be able to run it.  Most of the…

  • Dev Log 3.0  Loading Screen

    Dev Log 3.0 Loading Screen

    The loading screen. Bringing everyone’s work together as I get started on the loading screen. We are thinking of having the loading screen take different weathers, so I tried adding volumetric fog, and was pleased with the look of the screen space Z/normal buffer line art effect highlighting the silhouette of distant objects for us.…

  • Dev Log 2.9  Visual Target

    Dev Log 2.9 Visual Target

    Usually we work on something called a Beautiful corner. You can easily get stuck at this stage. This is costly. Life is too short to wait before making a decision.  Here: we are leaning heavily on fog cards, screen-space reflections , and grease pencil 3d vector strokes. However we end up rendering and optimizing it…

  • Dev log 2.8  Line art style

    Dev log 2.8 Line art style

    From lines to polygons, and back to lines. This game’s art style is heavily inspired both by lowpoly games, and by BD/manga style, with watercolor textures and black linework to add details. Since our last dev-log, Khaleer advanced on the modeling of the building, (based on concept art by Amir ). The first step is…

  • Shipyard: The Story (so far).

    A welcome video recorded and edited by Roberto Cuevas . PS: We want to thank the yardies who are supporting us already, y’all are the best <3

  • Dev log 2.5  Shipbuilding UI

    Dev log 2.5 Shipbuilding UI

    Ship-building UI and resource flows. 
Building a ship requires parts and components, which you make with metal plates, composites, and recycled ingots. Various buildings produce these materials and refine them into ship parts. Some of these buildings consume electricity (🪫), which at first is easy to procure, but as the game progresses and storms keep…

  • Dev Log 2.4 Separation of programming and art

    Dev Log 2.4 Separation of programming and art

    Early pre-production sketches by Eno, (2019). Generally it’s considered best practice during prototyping for the art to be done in a separate pipeline, to work on top of “cubes that play well”. Meanwhile, the art iterations are about exploring the total possibility space of what this game could be, what it could look like. Godot…

  • Dev Log 2.3 Choosing art tools

    Dev Log 2.3 Choosing art tools

    Why do some of our artists sculpt on a 5 watts ipad or android tablet, instead of a 100 watt desktop with a neat GPU in Zbrush? It’s like asking “why do we swim?”. It’s joyful, to be lightweight, to exercice, to prove what is possible. The app we use for sculpting is called NomadSculpt.…