SamuKata
roadtovostok
roadtovostok

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Godot Graphics Experiment

Hi!

Here's a little extra thing.

Today I did some Godot graphics experiments and tested some new nature assets.

Usually once a week I allow myself to fiddle around with some "cool dev stuff" that is not directly related to development progression. This is because it's fun to break routines and get a glimpse of some features that are not yet on the roadmap, like in this case visual upgrades.

I'm still not entirely sure if I want to raise the graphics bar at this point, since maintaining that higher visual level will reduce the development speed (for a solo dev), but it's at least nice to know that Godot can produce higher visuals that I'm currently using.

Tomorrow I will return back to the map expansions :)

-Antti (Developer)

Godot Graphics Experiment

Comments

You should definitely ask that in the next QnA

Infinity

About EA, will patreons get access to EA steam keys when it hits?

Nick

Definitely a good route to take now 👌🏻

Antton Eskola

Looks great! Can't wait to see this and the new buildings in the game.

Patrick Blank

Looks really cool. Not first things first.

Findacasl Gmail

Looks pretty nice, but at least it is always the gameplay and unique experiences throughout your Sessions that catches the most players in this genre 😊

Patrick W.

I don't see there being anything wrong with the current graphical level, even if we all know the Unity demo looked slightly better. The main focus should be on gameplay, but obviously you also want to sell the game and graphics (sorta sadly) sell which is easy to see if we spend a couple of minutes reading youtube comments. If it doesn't get exponentially harder to do graphics stuff later on when the core game has progressed far enough to be considered a full game, it would probably be best to focus on superficial matters then. Personally I would rather see other types of environmental improvements such as curved roads & less predictable building locations, and "forest stuff" like random holes and water elements like creeks, ponds and erosion/swamp pits. An environment can look incredible, but if it's super predictable and grid-like, the graphical prowess will inevitably be wasted and it'll end up looking uncanny.

Mello' Mike

Do you plan on adding parallax mapping to the terrain? I think that's one of the larger things missing and I think it would really put it all together if that was added.

Inmo

I think this level is quite on par with Unity at least in terms of nature assets / shaders and yes I can achieve that like with this experiment. This topic is mostly a progression speed / time dilemma thing than engine / skill issue, since raising the graphics bar isn't just about maintaining performance, it's also tied to daily development routines and where I should focus my time as a solo dev. But graphical upgrades are definitely planned towards the early access. Edit: And to add few comments to this, the graphical fidelity between engines is mostly tied to project related assets, textures and shaders not the actually engine features. Of course Unreal has some cool realtime global illumination (lumen) and other "next-gen" features native, but the visual fidelity is still mostly based on assets being used and some basic lighting stuff that is available in all common engines.

Road to Vostok

Do you think that you will be able to achieve the same level of graphics you had with unity or better with godot?

Infinity


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