Edit 05/05/2024:
Current Main Rumble Channel link: https://rumble.com/user/Lethn
Rumble is now my primary content farm, I no longer use Odysee.
I've been reminded by people my links and everything are horribly out of date for my main sticky thread. Hope this helps people keep track of what's going on, this should be a lot neater now. I think I will use the comments page to post new videos and I will use this main thread with the development roadmap list and any relevant major release links like the game itself.
When I edit the main post next I will also remember to post the date so that people know exactly when this was last done at a glance.
Updated roadmap 07/05/2024
Current by the gods 0.1 Development Roadmap:
. Reversing all wood and grain pile animations
. Pick up and drop behaviour for grain and wood piles, as well as trees
. Village storehouse grain/wood pile animation and behaviour
. Individual Housing Slots For Villagers to prep for day/night cycles and sleep mechanics - Complete
. Housed Villager population updating - Complete
. Influence sphere scaling with housed villager count - Complete
. God hand influence sphere behaviour - Complete
. Debugging building mechanics in conjunction with breeding behaviour to make sure there are no conflicts - Complete
. Debug villager wandering behaviour to match scale of individual village influence sphere - Complete
. God hand belief text animation - Complete
. God hand belief behaviour - Complete
. Villager belief, current and required - Complete
. Villager belief collision behaviour for miracles
. Faction colour changes based on village ownership integer - Complete
. Finish and import new god hand model and check accuracy of god hand raycast and collision
. Implement custom population limits per village in order to prevent breakage and performance problems - Complete
. Test basic throwing mechanics to prep for building destruction
. Main menu options ( Keybind, Audio, Video )
. Pick up and drop villagers to change village ownership - Complete
. Pause/Speed Scale - Complete
. Place neutral villages for village capture gameplay
Good luck! It can be fun to do. I liked Godot the little bit I messed around with it. I've been using Unreal Engine right now. The visual scripting has helped me through some places I'd roadblock in the past, boring things like programming the intro menu for example. I had an entire game written for Xbox 360 using XNA, but the menus and all that were just such a pain in the ass in that architecture that I never released it. It didn't help that it was not fun to play either. At all. I might try Godot again for another project if I actually finish this one.
I've been making an FPS now with mechanics I'd call "Doom 3" style, so a little more run and gun and no ADS, no snipers, no cover mechanic. Partly to limit the scope, partly because I like that style. Will it be a breakthrough in anything? Not a chance. At this point my goal is like a $20 game on Steam that isn't awful. I've got more done than I probably give myself credit for, just because all the little details will take ages to work out. It will probably be a bit generic because I'm not really interested in 3D modeling so I'm using free or purchased stuff. I don't think it will matter that much in the end, the lighting and atmosphere is the game, not whether or not I modeled the microscope on the counter or the wooden crate on the floor. If I had, it's still just a microscope on the counter and a wooden crate on the floor. Still, if 6mo to a year from now I have enough of a game that it seems realistic to release, I'll probably pay someone to model a main character and some of the bosses, the music, and the minuscule bit of voice acting I'd want.
Just curious, have you checked out Unigine at all? Seems to be rapidly gaining popularity as an alternative to Unreal. Not sure if they have anything as robustly fine-tuned as Epic's Blueprints, though.
Most people I've encountered who use Unigine mostly used it for productivity purposes rather than gaming, but it seemed interesting.
I hadn't heard of it honestly. Which is really odd because before I started this foray into trying a 3d game I looked into a lot of different engines. Maybe I try something for the next game if there is one. I'd like to try something in Godot too, just thought in the interest of finishing something I'd be better off in Unreal for an FPS game. I've got somewhat of an idea for a 3D puzzle game I may try in Godot some time. As of now, if I have an idea while I'm working on this I put it in a notebook to try later so I don't get too distracted.
Blueprints are nice, but I've ended up doing a lot in C++ too. What I like is how they let you layer them, e.g. I made a C++ class for the weapon that does all the basic stuff, fires, etc. If I want to make some one off unique weapon? I can just override the actions in Blueprint to do whatever I want. I've heard it's bad on performance so I haven't used a ton of that for gameplay, but for a settings menu? That's not really enough to matter and it let me make menus and things in a tiny percent of the time versus learning how I need to interact with a text box in my code.
Makes sense. Unigine isn't widely advertised because it's mostly used by a specific kind of designer. Some of the new features look really amazing in a real-time runtime environment, though: https://www.youtube.com/watch?v=kKQbj_zvueA&pp=ygUHdW5pZ2luZQ%3D%3D
Oh definitely. You can always tell games that rely on a ton of Unreal APIs because of how it causes a lot of slowdown or stutter. But it's good you're going the coding route to improve optimisation. It seems to be something a lot of larger studios forego these days.
I haven't heard of that before, interesting, might look at this video by gamesfromscratch and take note.
https://www.youtube.com/watch?v=iAHQZfS8maA
I will point out that for my purposes at least, Godot 4 is proving to be more than enough and I haven't run into any problems implementing what I want. The main issues were incomplete documentation that I had to work through as well as reverse engineering a lot of old code. This is partly why I post my github up on places so that people can check out the various controllers because Godot 4 has changed a huge amount and also features some major improvements to performance.
People definitely underestimate the capabilities of Godot 4.
Oh that's really good to hear. Working through the incomplete documentation will help pave the way for a lot of other devs who follow in your footsteps using Godot.
Have you been uploading videos to YouTube as well with the documentation updates as you progress? I'm sure there are some aspiring devs out there who might also be working through similar issues and could probably use that guidance in their projects, too.
Oh sorry, for the record I haven't been making documentation updates on the site or anything, I've just been posting my code up for github that I've been looking at. So it's things like a properly functional FPS controller as an example, I managed to get one working that acted very similar to half life.
The other big one I did recently was working through with someone else RTS box selection which really should have been something included in the documentation. Unfortunately due to the stupid drama on the Godot forums, that thread has been lost, however I went through an old tutorial and got the code for that working in Godot 4.
https://www.youtube.com/watch?v=JFQXI3to0b4&t=111s
I posted comments here as well if anyone's interested but the github format is so much better for code.
We don't even really have decent FPS' anymore because they've all been turned into painfully average battle royale games filled with bots and 12 year olds using aim assist so it would be a good thing for the market to get more genuine FPS'.