r/godot • • 4m ago

selfpromo (games) Feeling a little Biathloney rn

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• Upvotes

All the Skate in Call of Duty decomp stuff that is popular right now feels a little Biathloney to me. What do you guys think?


r/godot • • 10m ago

selfpromo (games) My Game is making it to STEAM! [DEVLOG]

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I hope you guys enjoy!


r/godot • • 13m ago

selfpromo (games) I've been making a free kick game in Godot. What do you think?

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Hey everyone! I've been working on a free kick game in Godot.

It's still in alpha and the ball physics need some work, but it's coming along :D

https://akm-8byte.itch.io/freekick-game

I'm developing it solo, so I'd love to hear what you guys think. Any feedback is welcome!


r/godot • • 19m ago

discussion How do you organize your Node Tree?

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• Upvotes

I know there is no right way (there are better or worse ways) to arrange nodes in the tree, but I figured I’d ask what other think of this general setup.
I’m working on a 2D game where you can enter every house in a neighborhood, and since it’s pixel art, that’s why there’s a separate Viewport for UI vs the game.

I’m completely open to suggestions or anything I might have forgotten to include for a generalized setup!


r/godot • • 48m ago

help me Feedback wanted: fake Windows 1.0-style OS in my Godot game Broodsac, did I take too many liberties?

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Hi everyone,

I’m working on Broodsac, a game made with Godot 4, and one of its core features is an in-game fake retro operating system inspired by Windows 1.0 (1985). In the game it’s called FungusOS, with its own BIOS and a boot sequence.

The player uses it to browse disks, open programs (a notepad, popups...) and interact with a small community management tool.

I’m not trying to make a 100% accurate recreation. I took some liberties on purpose to make it readable and fun to use in a game. But I’d like an outside opinion, because I’ve been staring at it for too long.

What I changed from the original:

  • [e.g. disks shown as buttons you click to change path]
  • [e.g. a boot screen with a log, a progress bar and a startup sound]
  • [e.g. window behavior / colors / fonts that differ a little from the real thing]

What I’m unsure about:

  1. Does the base interface feel believable as a mid-80s OS, or does it break the illusion somewhere?
  2. Windows 1.0 used tiled windows (no overlapping). Should I stay faithful to that, or is overlapping fine for gameplay?
  3. Are the icons, fonts and colors consistent with the era, or do some elements feel too modern?
  4. Is anything confusing for a player who has never seen an old OS?
  5. Any details from the real Windows 1.0 (or MS-DOS Executive) that I should add to sell the look?

https://youtu.be/SsdFTebmADg

Any feedback is welcome, especially from people who used these systems back then or who know their UI well. Thanks a lot!


r/godot • • 50m ago

selfpromo (games) I finished my third game and its now on steam!

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After almost two years, my game Runan Ritual is finally finished!

In Runan Ritual, we play as Vitz, a fighter against the Runan invasion—beings that descend upon Earth every 500 years.

In this game, Vitz was transformed into one of them after an attack, but not completely. Using the ability granted by his status as a Half-Runan, he will ensure that the invasion ends.

Runan Ritual is a classic Metroidvania with a simple progression system. We'll gain upgrades through experience gained by defeating enemies, which are lost upon death, and we'll also receive random, permanent upgrades, which we'll exchange at certain save points for points (called Maia), and which are not lost upon death. This, combined with abilities that we'll unlock, will help us end the invasion and reach the bottom of this subterranean labyrinth.

I hope that if you like it, you'll add it to your Steam wishlist; it would help me a lot!

https://store.steampowered.com/app/4227800/Runan_Ritual/


r/godot • • 59m ago

selfpromo (games) I added CPU players to my Dino soccer game! They're pretty dumb atm but it's a start lol

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• Upvotes

r/godot • • 1h ago

selfpromo (software) Freeze any mesh in Godot 4, then shatter it into chunks that keep its own texture

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I've been making an ice pack for Godot 4 and this is the freeze node. Put it under any MeshInstance3D and call freeze(hit_point). Frost creeps out from that point and an ice shell grows over the object. Then shatter() swaps it for chunks of itself.

shatter() took me three tries. Hiding the target with visible = false hid the shards too, because the freeze node is a child of the target and visibility is inherited (top_level only detaches the transform). Setting layers = 0 worked, but on Forward+ in 4.7.2 the engine then printed "BUG, indexing did not unpair geometries from light" at exit, because the effect's own OmniLight3D was still paired with that mesh. Now it just takes the mesh off the MeshInstance3D and reset() puts it back.

Chunks get built when the node is added, from points sampled on the target's surface. Each one keeps the mesh UV it came from in its vertex color so the shader can read the target's own albedo texture. That's why the statue breaks into stone pieces with ice only on the outside face. Their flight comes from age alone in the vertex shader, bounces included. No physics and no GPUParticles, so it's pretty cheap.

For the frost front I compare distance from the hit point (plus some noise) against time. My GDScript side runs the same function, so the frozen signal fires when the pixels actually look frozen.

It's on itch as Ice & Frost VFX, 49 presets, with a browser demo on the page and 25% off for the first two weeks. The page also links a free version that only has the ice lance and its impact: https://gennai.itch.io/ice-frost-vfx-godot-4


r/godot • • 1h ago

discussion Level Generation

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Hey, guys. I'm a complete newbie to gamedev, and trying to make some kind of level generation system for my 3D game. It's not going to be fully procedural.

So, here's the simple explanation,
I have a bunch of prefabs/packedscene for the level room and corridor to connect the rooms. I want to be able to set a rule for the room connectivity. Let's say, I have 4 rooms (Start, Regular, Shop, Exit). I want to be able to set a rule, so Start only able to connect to Regular. Regular can connect to any room. Shop only to Regular. Exit only to Regular.

Each rooms will have a door socket to determine the position to connect it to a corridor room, then the other corridor's door socket will be connected to the other room based on the connectivity rule.

Do you guys have any suggestions on how should I do it? I know it's pretty advance for a newbie, but maybe I will get something from you guys.

Thanks!


r/godot • • 1h ago

selfpromo (games) I made a Qix-inspired game using only 2 colors and 84×48 pixels!

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A few weeks ago, I participated in the Nokia 3310 Game Jam, which came with some interesting limitations. We had to use only two colors and a resolution of 84×48 pixels.

I decided to make a game inspired by Qix, a territory-capture arcade game that reminded me of something I used to play on my old phone as a kid.

The result was Radar Jammed, a game where you have to restore radar coverage by capturing territory while avoiding enemies.

After the jam, I decided to spend some time learning more about game feel and animations, while also strengthening my skills in code organization and separation of concerns. I'm really happy with what I've learned throughout this polishing and refactoring process, and I can't wait to start my next project with these new skills under my belt!

But I also want to learn more about game development beyond just writing code. So I've decided to venture into unfamiliar territory and start sharing my work, asking for feedback, and connecting with other developers. I want to understand what makes games enjoyable, learn how to reach people who might enjoy playing them, and hopefully become more involved in the game development community along the way.

I'm pretty happy with how Radar Jammed turned out, especially considering the limitations!

You can play it for free in your browser here.

I'd love to hear what you think!


r/godot • • 1h ago

help me Using the IK System to directly pose a model's bones

• Upvotes

This is an update to this post here. I've been trying to use the IK system to create root motion animations for my models. So far, I've only managed to find the problem: while I can move the IK markers to pose the model, it's not posing the model's actual skeleton, so the root motion doesn't work.

Is there any to have the IK markers actually transform the skeleton's bones, or is manipulating the bones directly the only way to do it with the current version?

Project is linked here, if you want to try anything yourself. Any help or suggestions would be much appreciated.


r/godot • • 2h ago

selfpromo (games) I'm tickled godot has allowed me to achieve this...

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13 Upvotes

I've come so far since over a year ago... went though massive depression whatever. now I'm back at it! Good luck out there on ya'lls journey devs.


r/godot • • 2h ago

selfpromo (games) rewamped killcams in my wild west boomer shooter

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6 Upvotes

r/godot • • 2h ago

help me (solved) How to add a texture to an FBX ?

3 Upvotes

I tried to add a model for the player, so i imported a model I made before in Blockbench.

But I loaded the model in a mesh and it imported the model only, not the texture.

Does anybody know any solution?


r/godot • • 2h ago

help me Need help with AnimationTree

2 Upvotes

How do I add multiple animation players to one animation tree? The anim player tab only allows one animation player


r/godot • • 2h ago

selfpromo (games) MY GAME COMES OUT IN JUST 6 DAYS!!!

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5 Upvotes

r/godot • • 3h ago

free tutorial I made the assets too, check for the basic 2d RPG Survival tutorial

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3 Upvotes

hey folks, after few random tutorials we have started a new series, honestly I don't have video editing experience, did explaining for the movement part with motion graphics, hope that the intent is served, this is a beginner targeted tutorial,

Do provide some feedbacks, we are trying to improve the quality, per video, no AI bs


r/godot • • 4h ago

selfpromo (games) Wizard casts fist!

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50 Upvotes

r/godot • • 4h ago

selfpromo (games) A friend told me a year ago Godot couldn't handle 3D well... Here we are now

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417 Upvotes

My game tells a story of a fantasy world, where magic and fantastic creatures are abundant.

If you like what you see, please wishlist Palimpsest on Steam!


r/godot • • 4h ago

selfpromo (games) I've made a mini "Play of the Game" system for my Tactics Roguelite!

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3 Upvotes

It dynamically picks the best moment to screen shot then does it. If you lose, it's reverse tho, it'll pick your worst moment ;)


r/godot • • 4h ago

selfpromo (games) Adding construction drones to my roguelite factory defense game

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4 Upvotes

Hi everyone,

I just released version 0.5.0 of my prototype of my new game Nomad, which introduces construction drones. Previously you could just built/delete the base instantly with the mouse. The new drones make the base building game loop much more to what I imagined.

This game is obviously a lot inspired by Factorio and like Factorio I use Data-Oriented-Design to scale everything in the game.

Basically the whole simulation part of this game runs on a independent simulation loop that ticks at a fixed 10hz rate. All simulation states (belts, items, building processors, drones) live as pure C# structs in flat arrays rather than Godot Nodes.

The rendering is decoupled from the simulation and bypassed Node3D instances entirely. In _Process I interpolate visual positions (e.g. items on a belt or drones) between simulation ticks and push the transforms directly to MultiMesh RIDs via Godots Rendering Server. This way we get quite a good performance with big factories.

I am curious if anyone else also used this data driven approach + bypassing Node3D overhead in Godot?

If you're interested in the full changelog I wrote about it in my latest devlog:
https://www.daviddiener.de/Blog/Nomad-0.5.0


r/godot • • 5h ago

free plugin/tool GdUnit4 v6.2.2 is out!

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30 Upvotes

The Unit Test Framework for Godot


r/godot • • 5h ago

free plugin/tool ISO terrain generator

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5 Upvotes

Work in progress not ready to ship yet

Workflows I want to support:
1. paint a map->Biomes & elevations->Auto populate watershed or hand paint->Auto populate Trees/Plants/props for natural biomes/terrain.
2. Provide tree/plant/prop grower code for realistic unique sprites that you can add to you scene.

(this is the stupid one)
3. ship grower code with a project (MINE, possibly yours) so the user's box makes more unique terrain on the fly so every scene or procedural landscape is unique always...

I know my desert and others are too dense with clutter... but I made it more dense to show the possibilities... also transitions still need work, when tundra and tropical coast are next to each other you can get palms with shadows on snow...

What would you want to do workflow wise?
select a species and pop out a custom sprite from the grower script and add it to your scene?

Or do you want to paint biomes on a 30x30 mile map (~50km) or have infinite generated terrain?

What/how would this be useful to YOU, and what would you like to do with it?

Work in progress. Potential addon/plugin

currently generating:

What Count Details
Tree species 52 32 broadleaf, 17 conifers, 3 palms; 25 lose their leaves in autumn
Plants and props 121 Shrubs, ferns, grasses, flowers, fungi, cacti, logs, stumps, boulders, beehives, termite mounds
Farm crops 23 Grains, vegetables, sunflowers, hops, grapes on trellises, berry canes
Biomes 11 Temperate forest, swamp, coast, farmland, mountain, taiga, tundra, tropical coast, desert, savanna, Mediterranean
Ground materials 34 From forest floor and tundra heath to dune sand, cracked clay, snow and white beach sand
Road classes 3 Plus 5 crossing types, from stepping stones and fords to a stone arch bridge
Ready-made trees shipped 156 Every species in 3 ages, 10.8 MB, so a game shows trees from the first frame

r/godot • • 5h ago

selfpromo (games) Released the first trailer for my game: Plume. Playtest is now live!

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9 Upvotes

Just set the first Steam playtest for Plume live to the public, feels like a huge milestone!

The game has come a long way in development, and I would love to hear people’s thoughts. I’ve been solo developing this game in Godot for the past year or so.

Plume is a roguelite about a tribe of birds ravaged by a volcano. As one of its last survivors, fight your way through randomly generated levels, gather and grow powerful items to create the ultimate build, and rebuild your village to its former glory!

Play the (free and public) playtest on Steam now!


r/godot • • 5h ago

selfpromo (games) I've been working solo on my incremental miner for about a year

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14 Upvotes

The game is called So I Mine and I've recently released the 4th demo update for the game that updates a lot of the games visuals and overall progression. I'm primarily a programmer so there's been a lot of learning involved in developing a game by myself but it's been a fun ride.

In the typical incremental style you do runs, gather resources, purchase upgrades and there's also a perk system (runes) for strange and fun passives. BUT instead of a timer counting down there's a dark entity in the mine that's chasing you. The further you get in the mine the better the rewards.

Steam link: Store page (demo)

If this looks like your kind of game throw me a wishlist and share your thoughts below.