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Godot Port Update #9

Porting stats
Porting progress: ~90%
Hours with Godot: ~529h
Scripts transferred: 95
3D-assets transferred: 68
Audio files transferred: 243
Godot project size: 6.12GB

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 all ...

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Guard (WIP)

Hi!

Here's the first glimpse at the Guard character faction for Road to Vostok.

Guards are "semi-military" faction who make sure that nothing crosses the Border Zone. Guards are scattered around the crossing points and they patrol the Vostok perimeter. 

Guards have two special traits, they have access to a patrol helicopter and ability to radio other guards if additional forces are needed.

Here's some model details.

2023-12-06 22:31:45 +0000 UTC View Post

Godot Test Build #9

Download link

https://drive.google.com/drive/folders/1WvI-mTjz6k4l75j2slQBqEL4bZKSghNA?usp=sharing

General info

1. These test builds are not designed for public, they are barebones test scenes for getting feedback from recently ported features and gathering general performance data

2. View Post

Dev Update (04/12/2023)

Hi!

Just wanted quickly to mention that I will share the next test build tomorrow afternoon. I will polish few audio things tonight and tomorrow the winter test build is ready.

This next test build will include at least:

- Winter system
- Snow shaders
- Rain / Snow VFX
- Weather modes
- Thunder system
- Ambient zones (Indoor / Outdoor)
- Indoor weapon SFX variants
- New footsteps (WIP)
- New ambient sounds (WIP)
- Background music option (Area 05, ...

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Winter Screenshots

Hi!

Here's those winter visuals in Godot.

In terms of shaders, this winter system is much more capable compared to Unity, it has more parameters to provide different results and the texture blending should also be more realistic.

- Antti (Developer)


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Dev Update (03/12/2023)

Hi!

Here's a quick dev update.

I have now the entire winter season working in Godot and this includes winter shaders, footstep variants, ambient sounds and so on.

I have also some of those new audio design elements delivered from the contractor (new footsteps + some custom ambients) and I will try to get those ready for the next test build.

On top of this, I made some lighting changes and figured out few ways on how to improve Godot's specular shading (for rain / wet s...

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Dev Update (30/11/2023)

Hi!

Here's a quick dev update.

This week I started polishing and preparing the test build for bringing most of the assets from Unity to Godot. This preparation involved optimizing the current build (especially VRAM usage) and calculating some "rendering budgets" per upcoming Godot map.

On top of this, I'm almost ready with demo settings menu now. Yesterday I activated most of the settings, like camera, color, mouse and weather settings. I also added support for inverted mous...

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Godot Port Update #8

Porting stats
Porting progress: ~85%
Hours with Godot: ~481h
Scripts transferred: 89
3D-assets transferred: 64
Audio files transferred: 228
Godot project size: 5.61GB

Extra mention: Godot project size went -50% smaller from last port update after pre-compressing and removing unnecessary debug / import files.

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 d...

View Post

Godot Test Build #8

Download link

https://drive.google.com/drive/folders/1WHmBJ7kkPaOopErgPmS2dYzwduCQxxOI?usp=sharing

General info

1. These test builds are not designed for public, they are barebones test scenes for getting feedback from recently ported features and gathering general performance data

2. View Post

Dev Update (27/11/2023)

Hi!

Just a quick update that I'm going to still polish some of the attachment system / inspect animations today.

I basically found a better method for handling the inspect animations in code and avoiding the situations where you get "locked" into these anims. when they are playing. With this current method you can interrupt the anims. and force different states without having to wait the previous state to finish.

Tomorrow night the next test build is ready to go along with t...

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Contractor work (Update)

Hi!

Since there are a lot of things happening behind the scenes, I decided to give a little update on what's going on in the contractor world.

Basically the premise of this post is that when I decided that semi-risky port decision, I went to so called "safe-mode" for a little while when it comes to hiring contractors and flowing financial resources outwards to external assets.

This "safe-mode" was there to make sure that if there would have been some major issues with the po...

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Optic shaders (Scopes)

Hi!

When it comes to scoped optics, I have been developing a custom set of additional optic shaders this weekend in Godot.

These scoped optics need quite a bit of custom tech since and it's a delicate balancing act of trying to get the best visual result without tanking the rendering performance.

This current solution should be really lightweight and it has a bunch of modular shader parameters to make all kinds of different scope effects.

One improvement to Unity versi...

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Attachment System (Preview)

Hi!

Here's a short example of the new attachment system design.

This approach is utilizing those simple 1x1 inventory slots and provides a visual grid of available attachments under the specific attachment slot like muzzle or optic.

You can activate, remove, swap the attachments and in general the system should be really easy to understand visually.

Let me know what you think.

ps. I will probably add some "attachment cooldown" for different types of attachment at...

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Dev Update (24/11/2023)

Hi!

Here's a quick dev update.

I have now almost the entire attachment system ready. There's still few loose ends in terms of code but the main functionality is already there and weapon UI (when inspecting) is fully working.

My current method is based on manually selectable attachments from the weapon UI and I think this approach is much easier to understand and more user friendly than the previous Unity approach.

One of the main goals for this attachment system was th...

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Inspect mode V2 (Attachment system)

Hi!

Here's the improved version. If you compare this to the last post, this version has much better return animations without those sudden stops / stiffness.

I will post the next update when the attachment UI and mechanics are in place.

- Antti (Developer)

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Inspect mode (Attachment system)

Hi!

Now when the AI system is mostly done, it's time to start porting the attachment system to Godot and this time with few upgrades.

Here's an initial inspect mode for the "fast-paced" way of handling attachments. This is still pretty stiff (improvements are coming) but you can see how the keyframe based approach for weapon inspection provides a bit more natural look to this.

You can also once again (compared to Unity version) switch the inspect mode from front to back. Now...

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Godot Port Update #7

Porting stats
Porting progress: ~75%
Hours with Godot: ~434h
Scripts transferred: 67
3D-assets transferred: 55
Audio files transferred: 211
Godot project size: 12.7GB

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 all...

View Post

Godot Test Build #7

Download link

https://drive.google.com/drive/folders/1_hy40EovEKtE7Y6aMWdB5a1BQDkkFU01?usp=sharing

General info

1. These test builds are not designed for public, they are barebones test scenes for getting feedback from recently ported features and gathering general performance data

...

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Dev Update (19/11/2023)

Hi!

Here's a quick dev update.

The Godot Test Build #7 with the AI system + KP-31 is ready for tomorrow and in generally I'm really happy with the progress this week.

The AI system is not perfect but it's pretty stable. I eliminated nearly all AI spawning stutters that I had in Unity and in terms of performance the game can handle pretty easily 3-6 active AI's per map.

I have set up this AI spawner also in a way that it's much more unpredictable where the AI will spawn...

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Dev Update (18/11/2023)

Hi!

Good news!

Most of the AI system is now fully ported. There weren't any major issues and I think I even made multiple small improvements to the previous Unity version.

Even though there's an AI overhaul coming at some point in the future, this current system should be pretty reliable in terms of player detection, pathfinding, directional audio and the AI has pretty smooth movement blending in different scenarios (indoor / outdoor).

This week, I have also implemente...

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Dev Update (16/11/2023)

Hi!

The porting of the AI is progressing nicely and yesterday I implemented its sensor and pathfinding solution. 

Today I'm starting to add the first few behaviors like Wander and Patrol and hopefully tomorrow I can get some initial combat behaviors implemented.

Here's also a small clip with the KP-31 which is now ready for the next test build :)

- Antti (Developer)

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Dev Update (15/11/2023)

Hi!

The AI porting week has started pretty smoothly and so far there have only been positive surprises since I prepared for the worst outcome which would have been bunch of missing AI-related engine features.

So far the biggest relief was that Godot and .gLTF file format supports animation retargeting which means that similar character skeletons can utilize same modular animations.

The second relief was that Godot has a nice built-in animation blend tree system which helps a...

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Godot Test Build #6

Download link

https://drive.google.com/drive/folders/18oUUHJjwifkj5EUk8X59j1sjUxzxi4LA?usp=sharing

General info

1. These test builds are not designed for public, they are barebones test scenes for getting feedback from recently ported features and gathering general performance data

2. View Post

Godot Port Update #6

Porting stats
Porting progress: ~60%
Hours with Godot: ~382h
Scripts transferred: 61
3D-assets transferred: 48
Audio files transferred: 169
Godot project size: 11.9GB

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 all ...

View Post

Dev Update (13/11/2023)

Hi!

The entire inventory system is now complete and all the missing features were added.

To summarize, these are the new features that were added since last test build.

- Clothing system (modular sleeves and gloves)
- Weapon manager connection (equipments)
- Item hover tooltip (keybind available)
- Item use / consume (keybind available)
- Item fast equip (keybind available)
- Item fast unequip (keybind available)
- Character preview (fast equip and highligh...

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KP-31 (WIP)

Hi!

Here's a small work-in-progress clip from the KP-31.

Animation by BarryBogs
Audio by Aki Knaappila

- Antti (Developer)

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Dev Update (11/11/2023)

Hi!

Here's a quick dev update.

I'm now almost ready with the entire inventory system. Currently I have implement and fixed the following features from the last test build:

- Item use / consume (keybind available)
- Item fast equip (keybind available)
- Item fast unequip (keybind available)
- Character preview fast equip and highlight
- Grid stats calculations (weight capacity and value)
- Item drop from empty area
- Equipment slot size variations
- Item...

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Godot Test Build #5

Download link

https://drive.google.com/drive/folders/1al_tlPW3N_4OBWkeqFuOXzvYOQaXowNF?usp=sharing

General info

1. These test builds are not designed for public, they are barebones test scenes for getting feedback from recently ported features and gathering general performance data

2. View Post

Dev Update (08/11/2023)

Hi!

I'm now really confident with the current inventory system and I will be sharing the Test Build #5 tonight here on Patreon.

There's still certain equipment elements like clothing system and weapon manager that are not yet fully linked to equipment slots since I redesigned the whole thing but the main inventory behavior is already there.

This current solution is really lightweight and performant in terms of grid behavior + item drop physics and based on my initial testing...

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Godot Port Update #5

Porting stats
Porting progress: ~45%
Hours with Godot: ~328h
Scripts transferred: 58
3D-assets transferred: 44
Audio files transferred: 159
Godot project size: 11.04GB

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 al...

View Post