Dev Update (10/10/2023)
Added 2023-10-10 20:36:47 +0000 UTCHi!
Here's a quick dev update and what's happening behind the scenes.
Optic tests / special shaders
Probably not the most important thing currently, but this was one of the most "scary" porting topics, so I dived into shader programming today in Godot.
First few hours I was totally lost, but eventually I managed to implement all the main "parallax" red dot and holographic shaders into the game. This basically means that I have now full shader support for every possible red dot and holographic optic related to upcoming attachment system.
I wanted to try this now since I needed "confimation" that I'm capable of implementing these myself, otherwise I would have hired some shader expert (contractor) to help me with these rather complex porting topics.
Movement fixes
There's few issues with the current movement, like missing inertia, inaccurate crouch collision and unnatural jump velocity.
I will try to fix these three topics before the next test build.
Village map
I will start rebuilding the Village map (slightly altered version) tonight. These map rebuilds are the most straightforward job in this whole porting process since it's just moving 3D-files to different locations (no programming needed).
Rebuilding the maps is still time consuming but it's a fun task and I will do things a bit differently this time and focus more about building "depth" than "width" for these demo maps.
Texture tweaks
I made couple mistakes when it comes to texture sampling and compression, so some of the textures were a bit "washed out" in that first test build. These textures will get slight improvement and in the next test build there should be more general contrast to different color tones.
- Antti (Developer)
Comments
The solution I used for this issue in the past was to setup a bug report form on a website that people could fill out and would be automatically sent to an email address I setup for the project. Then I had a Trello board (this was public but set to read only so users could see progress but not edit the board) that I would import the reported bugs into, I'd first put them in a 'Reported' section, then I would move the ones I was working on at the time into a 'Working On' section, and then finally when each bug was fixed I would move them into a 'Fixed' section. There may well be better options but this worked well for me.
Sam Hardwater
2023-10-10 23:38:55 +0000 UTCMaybe use social media or the website for the feedback?
Jami Sundvall
2023-10-10 22:06:06 +0000 UTCCurrently I'm kind of hitting my limit on how many "communication forums" I can handle since there's emails, social media, contractors, accounting, patreon, trademarks and many other extra formats that need attention, so there's a lot for one solo developer. But you are right Patreon's comment section is not the best place, I will have to figure out something else after this porting is over :)
Road to Vostok
2023-10-10 20:52:08 +0000 UTCAntti, do you have any plans to implement a bug tracking system, or Discord with appropriate rooms for discussion of bugs, etc? Seems like Patreon's comments section is not the best for reporting and tracking of issues =) Loving the updates!
Nick Evans
2023-10-10 20:39:36 +0000 UTC