Shipyard Rebuild (Preview)
Hi!
Here's the Shipyard map now rebuilt with this new engine.
I'm quite happy with the end result and I think it's good to go for Public Demo 2.
- Antti (Developer)
2024-01-15 02:18:09 +0000 UTC View Post
Hi!
Here's the Shipyard map now rebuilt with this new engine.
I'm quite happy with the end result and I think it's good to go for Public Demo 2.
- Antti (Developer)
2024-01-15 02:18:09 +0000 UTC View Post
Hi!
Here's a small detail that is now added to game and a small increase related to some "dark & gore" elements for certain maps.
RE3MR has been doing some "corpse poses" to existing AI models and there's now lootable corpse bodies and blood decal elements placed in multiple maps.
Here's one example how these look in night time.

This minor gore element is also linked to t...
2024-01-14 22:53:40 +0000 UTC View PostHi!
Just a quick dev update that I'm almost finished with the Shipyard rebuild, there's just few elements left and I can most likely finish those tonight.
I think this 1 week per 1 map rebuild is a really good momentum that gives me the timeline to reach Public Demo 2 without any issues in Q1.
I will share a short preview video of this finished Shipyard rebuild tonight.
Next week rebuild target will be the Highway map.
- Antti (Developer)
2024-01-14 16:01:28 +0000 UTC View Post
Hi!
Here's the second update to this week Shipyard rebuild.
Today I finished bunch of collision things, AI navigation and certain masks that are related to spawning loot / nature elements to the map.
Tomorrow I will add multiple missing sheds, one boat asset and then it's time to starting modifying the semi-large office building which is the most time consuming element in this rebuild.
Once these are done then it's time to start adding those small details, debris, tras...
2024-01-11 02:01:16 +0000 UTC View PostHi!
Here's the first iteration of the medical audio.
The main idea behind this is to limit the need of HUD elements and start to introduce recognizable sounds for each medical condition when they activate.
One extra medical related thing. I totally forgot or somehow missed porting the fall damage calculations from the Unity version. I added this today and there's certain randomizations for fall damage and change of activating the fracture medical condition.
- Antti (De...
2024-01-11 00:59:10 +0000 UTC View PostHere's a little preview of the harmonica playing in Public Demo 2.
Audio by Aki Knaappila
Animation by Barry Bogs
- Antti (Developer)
2024-01-11 00:25:01 +0000 UTC View PostHi!
Here's a short Shipyard rebuild update.
I start with the included video and some topics related to that.
Some of you might remember that I showcased a water buoyancy thing a long time ago in one of the devlogs. This feature was mostly designed for this Shipyard map and multiple barges that are on this map.
This water buoyancy becomes interesting since it simulates floating and while you are looting these barges you are on top of moving platform. This basically mean...
2024-01-09 01:01:14 +0000 UTC View PostNot the most important feature of the game, but the atmosphere matters too.
Here's a little preview of the guitar playing in Public Demo 2.
There will be few different instruments (guitar and harmonica), custom songs and each instrument will have its own animation loop.
Audio by Aki Knaappila
Animation by Barry Bogs
- Antti (Developer)
2024-01-07 00:26:19 +0000 UTC View PostHi!
Here's another new OST track which this time is a bit more calm and provides nice contrast to other OST tracks while maintaining similar style.
Downloadable file is attached to the post.
Made by Joeler
https://twitter.com/JoelerMusic
https://www.youtube.com/@joelermusic
Hi!
Here's a short video clip about the new water system that I made from scratch yesterday.
Water is always a complicated topic in video games, there's multiple rendering things that need to be taken into consideration and you must choose which draw off you want to take in order to gain some other abilities.
Currently I made the decision to forget about the reflections and I made a system that can instead simulate actual waves in terms of height, so whenever there's storm o...
2024-01-04 19:35:50 +0000 UTC View PostHi!
Here's the initial milestones for rebuilding the Public Demo 2 maps with this new engine.
Week 1 - Save system + Water system
Week 2 - Shipyard (Area 05)
Week 3 - Highway (Area 05)
Week 4 - Minefield (Crossing point)
Week 5 - Radar (Vostok)
This should be pretty straightforward task since I already have all map assets from Unity version ready, so the job here is mainly to rebuild the terrains (not using any dedicated plugins this time), place assets and conf...
2024-01-03 20:22:31 +0000 UTC View PostHi!
Here's a quick dev update.
For the past few days I have been making a new saving / loading architecture since the old save system in Unity was based on dedicated Unity asset (a bad idea) and that could not be ported.
This old system was really bloated since it was a universal solution to meet most game projects and usually these types of universal assets are bloated just because of this.
So, I made this new system from scratch and it's much much better for this gam...
2024-01-02 21:44:32 +0000 UTC View PostHi!
New year is coming and new development plans with it.
I already mentioned about the upcoming Public Demo 2 (Q1) in this latest demo video but here's also few other details that are coming early next year.
Complete website overhaul
Even though I do have web development background, I'm fully focused on that Public Demo 2 currently and I don't have time for personally redesigning the website.
I will be outsourcing this task starting Jan 8th. an...
2023-12-31 20:54:06 +0000 UTC View Post- Performance / rendering optimizations
- Camera interpolation caused shaking for low FPS [FIXED]
- Shader caching issue when shooting the weapon first time [FIXED]
- Flashlight caused unnecessary rendering without even using it [FIXED]
- Mounts for optics disappeared when unequipping [FIXED]
- Fullscreen window was forced on top of everything [FIXED]
- When aiming from low-ready arm stamina restored automatically [FIXED]
- When canted aiming arm stamina restored sometime...
Hi!
Just wanted quickly mention that I will be "monitoring" the next few days before the new year if there are some game breaking graphical bugs or other major issues with this new public demo.
For me this demo was a nice closure to this porting journey, it wasn't anything groundbreaking but it didn't need to be. The most common criticism when I decided this engine choice was that "Godot can't handle this" and I made a mistake in terms of rendering choice.
I think this demo ...
2023-12-29 21:56:27 +0000 UTC View Post
- Porting progress: 100%
- Porting time: 615h
Demo video available now on Youtube.
- Antti (Developer)
2023-12-29 19:57:46 +0000 UTC View PostHi!
I decided to give one last minute update before releasing this first Godot demo (hopefully today).
Here's the updated checklist that I worked on this past week. There's multiple new features ported and improvements but I had to cut few elements from this original list.
Only things that were missing are few AI things and Ammo system.
The AI is having bunch updates (especially animations) before the Public Demo 2, so I didn't want to spend time on soon to be obsolete...
2023-12-29 12:14:10 +0000 UTC View Post
Hi!
A little while ago Vostok tiers supporters had a poll where they voted the easter egg for this upcoming first Godot demo.
The winner of this poll was a santa costume (jacket) and it will be hidden somewhere in this demo map.
ps. No, you won't find it from the chimney :)
- Antti (Developer)
2023-12-28 16:19:20 +0000 UTC View PostHi!
Here's a new OST track called Road.
I will be using this track in this upcoming Public Demo 1 v3 video where I go through some of the clips from this porting journey.
Downloadable file is attached to the post.
Made by Joeler
https://twitter.com/JoelerMusic
https://www.youtube.com/@joelermusic
- Antti (De...
2023-12-28 15:27:12 +0000 UTC View PostHi!
Christmas break for me is now over and I'm back at the full-time development.
I'm currently polishing some final stuff for this first Godot demo (Public Demo 1 v3) and I'm trying to get that out this Friday (29th) with a small YT-video.
After the first Godot demo is out, I will be releasing a timeline towards that Public Demo 2 where I left with Unity. I think I have a solid timeline for that now and I'm really excited for that phase with this project, meaning providing ...
2023-12-27 13:37:00 +0000 UTC View PostHi!
Here's a little special thing.
In Finland, we have many traditional symphony songs, which are a significant part of folk tales and national identity.
Audio designer Aki (contractor) suggested a few months ago that it would be interesting to do something related to this topic in the game.
Here is the first version of the custom song called Vostok Symphony, which will eventually be included in one special scene of the game. Aki made this totally by himself and I thin...
2023-12-22 13:31:04 +0000 UTC View PostHi!
Here's a quick dev update.
The progression towards Public Demo 1 v3 and bug fixing process has been going really smoothly.
About a week ago I posted this checklist:
https://www.patreon.com/posts/public-demo-1-v3-94725075
About 90% of these topics listed here have already been implemented or fixed. I have still around one week to ago for this next demo and I'm really c...
2023-12-21 16:39:03 +0000 UTC View Post
Porting stats
Porting progress: ~95%
Hours with Godot: ~591h
Scripts transferred: 104
3D-assets transferred: 129
Audio files transferred: 266
Godot project size: 6.32GB
What are these Godot Port Updates?
Porting a game to another engine is a big and rather unique thing, so these post are my way of documenting this porting experience and giving some honest updates on how the porting process is going.
These posts are a weekly thing until a...
Meet Guards.
The guards are a semi-military security force whose mission is to defend the border zone and prevent access to the game's Vostok permadeath area.
Coming in Public Demo 2.
Character by Claudia
https://www.artstation.com/zunasw
https://twitter.com/ZunaSW
- Antti (Developer)
2023-12-15 20:53:48 +0000 UTC View PostHi!
I made a small checklist of features and bugs which are my main focus for these upcoming weeks and end of this porting journey.
Once this checklist is completed I will consider the project of being 100% ported and I will replace the current Unity demo on Steam with this Godot one.
Features
- Intro area
- Main menu (ADDED)
- Character stats (ADDED)
- HUD elements (ADDED)
- Player death (ADDED)
- AI death animations<...
Download link
https://drive.google.com/drive/folders/14WaBORSeOHCBOCh3qnpY2a_jvBp4tpaX?usp=sharing
General info
1. These test builds are not designed for publ...
Hi!
Just wanted to let you know that I decided to spend this day optimizing the level, since there's now much more assets and bunch of "low-hanging" optimization methods available for these new assets.
The test build will be ready for tomorrow :)
Extra knowledge quiz: Any ideas what's the purpose / meaning of the asset in the image?
- Antti (Developer)
2023-12-13 20:34:58 +0000 UTC View Post
Hi!
Just wanted quickly mention that there was a funny event today.
Sometimes game development is a bit messy, there's all kinds of files in different places and when you are in hurry, it's easy to forget where you placed certain stuff.
Today I was scavenging some old Unity files and I found a folder that included bunch of unused assets. I remember that I didn't have time to implement these to Public Demo 1 v2, so I forgot the files and basically they were just lying around ...
2023-12-13 01:29:23 +0000 UTC View PostHi!
Here's a short clip about the RK-95 which is the next fully animated weapon in the game.
- Antti (Developer)
2023-12-12 02:43:47 +0000 UTC View PostHi!
Here's a quick dev update.
The demo map building process is going pretty smoothly and about 50% of the map details for this upcoming first Godot demo has now been added / ported.
Some of these details are props, environmental assets and in general the goal is to have some kind nice balance between performance and "visual asset density".
Here's some of the new props that have been added recently.
2023-12-10 15:14:00 +0000 UTC
View Post