A wip of a smart material shader that I have been working on in Godot4. The beauty of doing it this way is that each instance has a unique result even though they all use the same material. Only using 2 texture lookups for the whole material!
#godotengine#b3d#gamedev#indiedev
A new data swarm mechanic I have been playing with. Upon destroying enemies or targets these are released and can be absorbed for health. These are made with godot's "multimesh". Each cloud is a single draw call
#Battletronik#indiegame#gamedev#GodotEngine#b3d#RetroGaming
I needed some text spritesheets for my game's particle systems and couldn't find an easy way to do it, so I created a basic setup in good old #geometrynodes to do the job!
#Battletronik is being made by myself over @fracteed
#b3d#godotengine#gamedev#indiedev
Previously for these tower shatters, I had been using a baked dynamic sim from Blender. Now I just use a pre fractured mesh and a fake dynamics setup using gdscript. Not as accurate but way more flexible!
#Battletronik#indiegame#gamedev#GodotEngine#b3d#scifi#RetroGaming
Glowing rock shader I am working on for my jellyfish game. It is a single canvas shader (2d) on a sprite. I am using the blue channel of a normal map to get that 3d effect. You can see the original sprite with shader toggled off at the end.
#indiegame#gamedev#GodotEngine#b3d
I have finally come up with a player mechanic that seems to work for my jellyfish game. Combining or splitting these orbs will give the various orb colors that will allow various abilities.
#indiegame#gamedev#GodotEngine#b3d#screenshotsaturday#nature
I haven't worked on this in ages and needed a break from explosions, so spent the afternoon redoing the player controls. Feels much nicer with a gamepad now...still need to make an actual game out of this :)
#indiegame#gamedev#GodotEngine#b3d#screenshotsaturday#nature