Atu is a "Horror Town-Sim RPG" inspired by Stardew Valley's gameplay, Rimworld's simulation, and Nosferatu's story.
Same handle on "Old Twitter" 😅
I didn't finish the game on my first playthrough and starting over again on #Steamdeck has been such a treat.
I didn't finish the game on my first playthrough and starting over again on #Steamdeck has been such a treat.
We're moving forward without 'em and treating them as a stretch goal!
We're moving forward without 'em and treating them as a stretch goal!
Haven't been able to work on Atu much, but hoping to get back into the swing of things this next week.
Mostly posting to keep myself accountable 🙂
#gamedev
Haven't been able to work on Atu much, but hoping to get back into the swing of things this next week.
Mostly posting to keep myself accountable 🙂
#gamedev
I've decided to temporarily axe this feature and shift focus as most of the game takes place at night anyway, where Godot's 2D light system already looks great.
I've spent the last couple weeks learning about shaders and the overall rendering pipeline. I'm now working on something more like multi-pass post processing with #godot viewports and depth maps
- Casting shadows on surfaces "logically" behind the tree is hard; with y-sorting alone it's either "on or off" rather than isolated to a certain area
- Tried Polygon2D in hopes the "x-sorting" would be more precise; no dice
- investigating further solutions
I've decided to temporarily axe this feature and shift focus as most of the game takes place at night anyway, where Godot's 2D light system already looks great.
The implementation of shadows here is insane for 1989. Admirable and motivating in my (surprisingly difficult) 2024 journey to make similar shadows in true 2D 😂
#gamedev #gamedevelopment #godot #2d #pixelart
The implementation of shadows here is insane for 1989. Admirable and motivating in my (surprisingly difficult) 2024 journey to make similar shadows in true 2D 😂
#gamedev #gamedevelopment #godot #2d #pixelart
I've spent the last couple weeks learning about shaders and the overall rendering pipeline. I'm now working on something more like multi-pass post processing with #godot viewports and depth maps
- Casting shadows on surfaces "logically" behind the tree is hard; with y-sorting alone it's either "on or off" rather than isolated to a certain area
- Tried Polygon2D in hopes the "x-sorting" would be more precise; no dice
- investigating further solutions
I've spent the last couple weeks learning about shaders and the overall rendering pipeline. I'm now working on something more like multi-pass post processing with #godot viewports and depth maps