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7 votes
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Inside the quixotic team trying to build an entire world in a twenty-year-old game
17 votes -
007 First Light gameplay director, Andreas Krogh, details how IO Interactive designed a new stealth-action game, and importantly, how it differs from the Hitman games
14 votes -
Godot beginners: Here's how to fade in a 3D mesh
I'm still a beginner at Godot. I've been playing with Godot and 3D scenes. It's great finally feeling comfortable enough to navigate the UI from watching the tutorials from Zenva/Humble Bundle....
I'm still a beginner at Godot. I've been playing with Godot and 3D scenes. It's great finally feeling comfortable enough to navigate the UI from watching the tutorials from Zenva/Humble Bundle.
Recently something that sounds straightforward took a long time for me to figure out: Fading in a 3D mesh. The solution is simple:
@onready var mesh: MeshInstance3D = find_child("body-mesh") func _ready() -> void: _set_material_alpha(0) SomeSingleton.some_signal.connect(_fade_in) func _set_material_alpha(alpha: float) -> void: var material: Material = mesh.get_active_material(0) if material is StandardMaterial3D: material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_DEPTH_PRE_PASS material.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_ALWAYS material.albedo_color.a = alpha func _fade_in() -> void: var tween = create_tween() tween.set_ease(Tween.EASE_IN) tween.tween_method(_set_material_alpha, 0.0, 1.0, fade_in_duration_seconds)The key being setting the material properties and using its albedo color to update transparency. The depth draw mode is needed, otherwise the result is ugly with jagged pixels during the tween.
Getting to the solution was the hard part. Searching forum posts I was led down some rabbit holes like using shaders—overkill for this situation. (There is a cool site though, for when I do end up needing custom shaders: https://godotshaders.com/.) Asking an LLM also didn't help much, probably because my prompt was wrong. I tried again just now and it gave me something closer to a correct solution, but missing some parts like the depth draw mode, which (by trial-and-error and reading the docs) I found is necessary for a good quality render, when using transparency.
Another small pitfall I found was that trying to change the
material.transparencycaused stutter. I was trying to disable transparency when the mesh was at 100% alpha, since I figured opaque rendering is cheaper. However I speculate the engine recompiles the shader when I turn off transparency, which causes the stutter. So I don't modify thematerial.transparencybeyond that initial setting.Also thought I'd mention, I'm using free placeholder art assets from https://kenney.nl/ - an amazing resource.
Aside: Shaders
During this I learned that adding shaders to an imported 3D model in Godot is somewhat convoluted:
- Import the .glb model
- Clone the auto-created scene to an inherited scene, because I'm not allowed to directly edit that auto-created scene
- Extract the material (UV colormap image) from the .glb by double-clicking it in the FileSystem tab
- Apply the extracted material to the mesh under Surface Material Override
- Add a "Next Pass" material, a ShaderMaterial, to that surface material override
- Create the shader script
- Pass in parameter values from the GDScript to the shader script using code like:
shader_material.set_shader_parameter("color", Color(1.0, 1.0, 1.0, alpha))
This didn't work so well for me though, because the shader I was using was changing the
ALBEDOand turning things white. If I knew anything about 3D programming I'd probably find a way to update the existing color value at each pixel, instead of setting albedo white everywhere. The end result of the shader I was using was that the models were turning too white. So that was a dead end.Anyway mainly leaving this here as reference for posterity. Feel free to share a story or constructive feedback if there's anything.
21 votes -
Sony is shutting down the PlayStation studio Bluepoint (gifted link)
22 votes -
How open world Soulslike deckbuilder Death Howl was built – The Outer Zone shares the story behind today's PS5 release
5 votes -
pyrite64: N64 Game-Engine and Editor using libdragon and tiny3d
15 votes -
Project Gorgon developer Sandra Powers has passed away
19 votes -
The tiny details in Red Dead Redemption 2 you weren't meant to notice
14 votes -
Ashes of Creation founder resigns as studio begins mass layoffs
26 votes -
We pitched a museum a 1993 game hint line (and they actually said yes)
20 votes -
The hidden history of women game designers
22 votes -
The truth about what happened on Anthem
10 votes -
Chapter 3 and 4 look back – Deltarune
8 votes -
007 First Light, IO Interactive's foray into the world of James Bond, has been delayed – will now release on 27th May 2026 instead
17 votes -
Indie Game Awards rescinds Clair Obscur's GOTY wins over use of generative AI [for now-removed background assets]
29 votes -
In a city of 58,000, there are almost 1,000 people studying or making a living from video games. How can Skövde in Sweden punch so far above its weight?
12 votes -
Battlefield 6 developer issues report on kernel-level anti-cheat, citing success
25 votes -
Development of the Paradox Interactive-owned IP Cities: Skylines will shift from Colossal Order to Iceflake Studios
18 votes -
Need pixel art software recommendations (it can be free or paid)
I've been learning Godot for the past few months and I'm happy to report that it's been going well. Little by little, things are clicking into place. (I hugely, highly, undoubtedly, recommend...
I've been learning Godot for the past few months and I'm happy to report that it's been going well. Little by little, things are clicking into place. (I hugely, highly, undoubtedly, recommend GDQuest courses)
I'm ready to start working on a small project to test out my skills, and it's going to be a top down pixel art game.
But to be completely honest, I suck at drawing. I suck at drawing as in, I can make stick figures at best. So forget any fancy software for drawing in general like gimp or photoshop.
What I'm looking for is a software meant for pixel art and that makes my life easy, in both drawing and animating. Bonus points if it allows me to trace (I'm not planning to copy/steal art, but I do need reference points, at least for now)
Do you guys have any recommendations? It can be free or paid. I don't mind paying as long the software is worth it.
15 votes -
Square Enix says it wants generative AI to be doing 70% of its QA and debugging by the end of 2027
17 votes -
New World is dead: Amazon ends new content updates following massive layoffs, says 'servers will be live through 2026'
32 votes -
Return of the Obra Dinn - narrated modeling mega timelapse
24 votes -
Microsoft pushes Xbox studios to hit higher profit margins
25 votes -
Remedy Entertainment CEO Tero Virtala steps down after nine years – developer appoints co-founder and chief product officer Markus Mäki as interim CEO
15 votes -
Grand Theft Auto made him a legend. His latest game was a disaster.
34 votes -
Most games want you to save the world. The stop-motion adventure Out of Words wants you to hold someone's hand.
14 votes -
Remedy Entertainment issues profit warning after FBC: Firebreak's big overhaul fails to turn things around
29 votes -
Silksong should’ve came with a guide from developers
Warning: this post may contain spoilers
This post is full of spoilers of Silksong
I’m a married, working person so the time I can allocate for gaming is not much. I’ve been enjoying silksong very much and tried a spoiler free gameplay, having played hollow knight before and knowing how much team cherry loves secrets.
I’ve followed the normal gameflow and beat the boss. After that I wanted to keep playing and following leads I had before the ending.
Investigating missing parts, the boss runback in bilewater destroyed my nerves so I looked up if there was a bench closer to the fight - there had to be one since this was outright ridiculous. Turns out there’s a secret bench that’s so hidden I don’t know if anyone other than the most determined secret hunters could find. The boss was also as hard as it gets, felt kinda unfair.
Looking up bilewater opened a can of worms for me. I kept seeing spoilers and continued looking up info. After a day I found out there are 3 other endings, a whole another act, and bunch of unlockables.
I love when a game doesn’t handhold you and forces you to enjoy it. I get it. But I think this is too much, too obscure. It requires meticulous backtracking and there’s never an indication when you’re capable of taking on a new quest. Finding new items, you don’t know who should it be given to. You don’t even know if there are still areas you haven’t been to.
I guess team cherry wanted the player to have a play log each session and we should’ve kept logs of weird stuff we’ve seen along the way so that we remember to go back. Well, as fun as that might’ve been, I did not keep a log and forgot a lot of early game stuff.
I believe they should’ve prepared a guide themselves, spoiler free, which could include some info the game does not offer so the player can keep unlocking new stuff and would’ve known generally what to expect. Existence of act 3 honestly shocked me, and I don’t think I’m someone who doesn’t pay attention.
In their quest to be anti-handholdy gaming, I believe team cherry went too far. Onerous backtracking and note taking shouldn’t be the solution.
I loved the game and it’s easily GotY for me. I’ll keep playing it even after seeing spoilers but I can feel half the fun being gone now that I’ll just be chasing objectives I’ve seen online. If I hadn’t looked stuff up, I’d have switched to bananza or hades 2.
11 votes -
Ten years after it was founded, Metal: Hellsinger studio The Outsiders is closing – fallen victim to the Funcom layoffs announced last week
6 votes -
Developer Starbreeze Studios announced Thursday it had canceled its co-op Dungeons & Dragons game – re-focusing on its Payday franchise
13 votes -
Funcom, the Oslo-based studio behind the recently released Dune: Awakening, has announced it will be laying off staff
17 votes -
Avalanche Studios' UK office is set to be closed as part of a workforce restructure – will also impact their Swedish studios in Stockholm and Malmö
11 votes -
Show Tildes - Gametje V2
Hi All, It's been coincidentally EXACTLY 1 year since my previous post about Gametje. I've been busy creating some new games and re-designing all the main pages with the help of a UI/UX designer....
Hi All,
It's been coincidentally EXACTLY 1 year since my previous post about Gametje. I've been busy creating some new games and re-designing all the main pages with the help of a UI/UX designer. I have posted a few updates in the weeklyWhat programming/technical projects have you been working on?threads but I thought this milestone deserved its own post. I published the new site earlier this week and also migrated to a new backend server. Here's a refresher of what it is for those that may have missed my previous post a year ago. I also recently started working on it full-time last month after not really working on it much from January-June this year. You can read more in my recent blog post.What is it?
It's a set of online games that can be played in person with a central screen (like a TV) or remotely via video chat. It's also available directly in Discord as an embedded activity. It is playable in 9 languages and doesn’t require any downloads. Most games revolve around creativity in some form. None of the games require fast reflexes and can be played by just about anyone.
Where can I try it?
https://gametje.com and directly on Discord
You can use the "quick play" option to launch directly into the game as a guest.
What's different from last year?
There are 2 new games (
Sync ThinkandHide & Peek) and the main pages have been redesigned. I also implemented a game room concept which allows you to bounce between games without having to recreate it each time. I also integrated with Discord, which means you can play directly in their interface and also use Discord as an Identity Provider when logging in. The games themselves need a bit more polish (especially the two new ones) but overall they should work.What am I looking for?
I'm trying to gather some feedback about the games and the overall concept. Are the games fun? Is this something you'd try with your family? What could be improved? Is the site clear about what you can/should do? Should I add some gameplay videos to give you a quicker feel for the games?
I'm also open to game ideas, I have a few in the backlog already but need to focus more on the business side at the moment. Any advice on the games/marketing etc would be highly appreciated.
Side note: I'm probably going to rename the whole site soon since the name Gametje doesn't exactly roll off the tongue and has caused some debate with Dutch speakers. The branding for the new name isn't quite ready. I am considering calling it
GameBuffetas my avatars are all food related and its more of a "all you can play" offering for any games added to the platform.Thanks for reading.
10 votes -
Godot 4.5, making dreams accessible
23 votes -
Would someone be willing to help me with a Godot project? (4.4.1)
14 votes -
Silksong’s real final boss: The translator who broke his NDA and wrote like a dead poet
57 votes -
Over 50% of the job cuts in video games are in California
28 votes -
DreamSDK release 4 now available for Dreamcast development on Windows
9 votes -
Brat
17 votes -
I had an idea for a Crusader Kings, but about rich families in Victoria-Modern Era. What could go wrong?
I had an idea for a game some weeks ago, just as the title says. It would be something like Crusader Kings, it's all about dinasties and roleplay, but set in more modern eras, from the beginning...
I had an idea for a game some weeks ago, just as the title says. It would be something like Crusader Kings, it's all about dinasties and roleplay, but set in more modern eras, from the beginning of the industrial revolution until today, or maybe the future, we'll see. And instead of kingdoms, it's all about businesses. It's all about owning global company empires. Being a kind hearted local chain owner, or a sociopathic cutthroat in the 1% that owns the world. Up to you.
And this idea is still stuck with me, and I wanted to get back into game development, so I might as well just try it for fun and see what happens.
I picked Godot, 1) because it's open source, 2) it's going to be fun to see how much it developed in the last decade and 3) it's free, and especially 4) I don't want to use commercial engines and risk being affected by something similar to the runtime fee fiasco
I still have to finish some tutorials and make some simple games to get a grip on the engine and see how everything works, but as a data analyst I already have programming foundations and, I think, this project is monumental for someone like me, but I also think it's doable.
I have a very rough idea of how the code will work for the AI. It will incorporate "ticks" like CK, each tick being a day, and some events fire weekly or monthly, where based on the stats and traits, each individual character will calculate how likely they are to accept or reject that event. This event can be about buying shares, accepting proposal marriages, going on a trip, etc.
My main worry here is if GDScript is good enough to handle "intensive" algorithms. If not, I can always use C#, or C++ if I really have to, and adapt the problematic algorithms.
Another is what would be the best database manager for this, but I'll cross that bridge when I get there.
As for the world, initially I was thinking about being about the real one, but I realized that I may not want to deal with... Well, accuracies. For example, I don't want these businesses to exist in a vacuum, I'm going to try to make a system that interacts both the world's political events and these businesses. I want to create events, like, a country invades another, which creates demands for weapons, and if you own a weapon factory, good news for you! If you own businesses in the invaded country, well, sucks to be you.
So, I want to do those kind of events, but without needing to worry about things like "Portugal would never invade Japan. What is your AI thinking!?" or "Why is Greece an industrial power house?". If a big studio like Paradox has trouble fine tuning their hundreds of nations in their games, me by my alonesome certainly will not be able to do it.
So I'm thinking just making a fictional world, populated by several countries and empires but not as many as the real world. This way I can fine tune it to my liking and without worrying about being accurate with the real world. This is another challenge by itself, with its own cliffs, but it's more doable.
And so far, that's it. After I'm done with the learning phase, I'm going to start a proper planning phase, lay down some key mechanics and develop a prototype.
I wrote this post as a way to put my thoughts down, double check with myself if the idea is good.
But also, to check with the tildes community if you have any inputs. It can be anything: ideas, suggestions, warnings, problems that you know that I'll face, etc. I'll appreciate anything that you can give me
22 votes -
Remedy Entertainment will be blowing out thirty candles on the birthday cake in August – celebrating thirty years of independently making video games
15 votes -
Tim Rogers - The best games I never made (2018)
6 votes -
Optimizing our way through Metroid
10 votes -
Kenshi - Meet the makers
12 votes -
Remedy Entertainment is "unsatisfied" with the sales of its live-service shooter FBC: Firebreak, as the game underperformed on Steam
19 votes -
Sony has seen enough: Three years after acquiring Bungie, Sony says the days of independence are 'getting lighter' and its future 'is to become part of PlayStation Studios'
28 votes -
Donating my Playdate earnings to The Cybersmile Foundation
19 votes -
Atari has agreed to acquire Thunderful Games for roughly €4.5 million – will own around 82% of shares, subject to shareholder approval next month
16 votes -
Julian LeFay, 'Father of The Elder Scrolls,' has died aged 59, a week after stepping back from game development due to cancer
23 votes