#tanksvsbugs — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #tanksvsbugs, aggregated by home.social.
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I'm not fully sure if this weapon has REAL uses or not, but damn if I'm not excited to see what my testers think!
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Mwhahahah! My conversion of the #godotengine #dialogic plugin to support Multiplayer is working!!!!
Democracy mode and timed choices also working, which I know people have wanted for year working too!
Now I just gotta figure out if I can package it up in a that makes any sense into main, or if it has to sort of live as a side branch...
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How did my #godotengine tank game go from 10 FPS to 30 FPS on my potato machine (GTX 980)??
Sadly by switching from the Vulkan renderer to Direct x 12. It's super frustrating as I've spent months trying to get meager gains, and ultimately its a neglected driver that was the issue.
There was other optimizations which mattered of course, which I'll mention in replies, but nothing was as big a jump as this.
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Devs would literally rather rebuild fundamental systems from the ground up than debug multiplayer issues.
Having took some time to learn vectors and physics and the like, the boost and srimech are in MUCH better places than they were! Also they are technically more multiplayer friendly I guess...
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That's a big gun, little fella. You sure got tha-...
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We added a bouncy material to our tank game... this is at max bounce, which is probably too much, but the tank is ALOT more fun to drive around enclosed areas in now. Much harder to get stuck on geometry!
#steelinsecticide #godotengine #tanksvsbugs #gamedev #indiegame
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Where it started vs how its going!
Team is working on art upgrades for our 'MVB' map, first version vs second version!
Both are running on my potato machine, which is our 'minimum' aimed for requirements.
#godotengine #screenshotsaturday #steelinsecticide #tanksvsbugs
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Sometimes you gotta just build fast with spare parts and see how it feels.
Trying a slay the spire sort of approach to mission selection first. Requires some minor reorganizing but functionally seems to be working.
Not sure if the rogue like menu necessarily fits yet, butonly 1 way to know.
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Didn't quite get the steam page up this year, but we did a lot of other things!
Cya in 2025!
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The 'seismic deformer' is probably not going to be in the final game in this particular form... it REALLY complicates level design etc.
But then again who knows. I'm having alot of fun playing around with it as is.
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Really happy with how the mortar launcher is progressing. Its the first weapon I feel really gels with our games camera swapping ability.
Really nice when all these systems come together.
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"Okay so we need to open these crates carefully... maybe we can buy a key from someone..."
"F*** KEYS! I HAVE A TANK!!!!!!"
You get crates for finishing missions or finding them during a mission. Still tweaking the drop tables and the like (not much variety yet), but wanted to make sure opening them up was fun.
And well, shooting things is on theme.
#screenshotsaturday #gamedev #tanksvsbugs #godotengine #indiedev
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Ugly as sin, but functionally the whole tank customization process now works! (Can't wait for our UI person to make this look nicer)
Whole thing is driven by a lot of #godot resources. The 'profile' resource driving most of this, as it contains all the references to what is equipped and slotted where.
Overall it was 'easier' than I expected but still alot of work left to polish it all up.
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She's a Killaaaaaa
QUEEEEEEEN!
Shoots you, with a ball of web
Spawns bugs, that are seeing red
Walks right up and bites your head off!
Anytiiiiiiiiiime!The 'brusier' concept became the 'queen', and was pretty straight forward to make. She uses a 'mortar' style launcher and tries to lead her shots to immobilize you. Right now if she gets close its a 1 hit kill, but upgrades you can find later will help there.
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CW: Rapid camera movement
So this was a weird one. My camera spring arm was clipping uncontrollably when it him my placed 'doodads' like trees and buildings as shown in the first video.
Was going crazy trying to figure out what was causing the clipping. Turns out it was the somehow the visibility enabler that caused it.
If I even need the enabler is a separate question, but at least the camera isn't having a seizure anymore.
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The enemy reworking continues. The charger needed to throw you back when hit, but I had to tweak the 'push force' to be pretty high (the tank is a rigidbody with a pretty high weight). Didn't expect this though...
Some say he's still flying to this day.
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Working on more monster mechanics in #tanksvsbugs and boy is it alot of fun! Finally think I got the hang of #limboai and things are becoming. This latest one is our 'striker' mob who will have shields and a devastating melee strike.
While none of the shown models will be in the final game, I will say I enjoyed animating the tail in #blender! The auto key animations are just fun to use.
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The 'smash the mesh' plugin that I was made aware of yesterday is really amazing! Definitely the real deal folks! Not appropriate for every 'destructable mesh', but its gonna be great for #tanksvsbugs. It caches if you need it to, does it on load if you can afford to, and somehow is a drops in replacement for mesh instance to boot!
Definitely in the honey moon phase with it, but like it a lot so far!
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Slowly the mechanics and gameplay come together! The 'gibs' probably shouldn't send the tank flying like that, but you gotta admit... I nailed the landing!
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The performance fight continues. Went and tried turning off 'terrain collision' for the enemy AIs main collision body, and honestly I got a nice boost from that.
Probably with some tweaking I can get the things to stop sinking into the ground so much, but 30 on the potato is acceptable if I can maintain it.
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Okay lets see if I can make some progress here today... Performance issues yay! My old nemesis.
Lots of dudes running around 'thinking' and doing stuff, and we get awful FPS. Lets try some things to see if we can fix it...
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Trapped in a tin can being tossed around by giant mutant spiders is a bit more scary than this silly game probably intended. Pretty great though!
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Hoorah! Back at it and its going well! We've finished the 'eradicate' and 'seek and destroy' missions, now we're working on the more esoteric ones! Here is our scouting mission, where you care less about killing the enemies, and much more about hitting checkpoints along the map.
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Weeeeeeee! Its coming right along with the treads and boosting!
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Both effects are ultimately mesh instances, so digging at the source I should be able to combine them into something I want hopefully. Hoorah for open source!
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Not perfect yet, but been looking at various trail and line 3d implementations out there... and there are truly alot out there! None perfect out of the box though.
For the tread marks, this one was probably the closest. Found in this repo, https://github.com/Firepal/godot-polyliner uses a mesh and some included shaders to make some good effects very easily.
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Despite setbacks, the local coop is coming along! For now going to just have all tanks use a single loadout until we're further along.
I really don't wanna go through the hassle of custom Godot builds for the UI problem yet.
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Performance progress on the full map of this #godotengine project is really coming along...
An absurd amount of physics objects DOES lead to absurd results, both in framerate and gameplay though.