you're always a few steps ahead of me. I have already implemented lod system, day and night cycle, god rays and I've been trying to touch a little on the ik but I only failed in the process. What I've managed to do until now fades in comparison with what have you already accomplished.
Amazing how fast you progress. I'ld love a tutorial on how you solved the IK for the terrain floor. For the game, I think you should design the world in a manner that jumping really makes sense. Jumping on the 20cm high bridge block at 5:55 seems a bit weird because he jumps like 1,5m for that. I know its more stuff to implement/animate but balancing on a wooden beam or something in that direction would sell that part better.
Hi and thank you for suggestion. You're totally right about jumping on the 20cm bridge block :) And I have already planned a little bit different solution for this problem. Basically I will place a raycast in front of character. Then I will check if an obstacle in front of it is in some altitude range (for example 20-50cm). If it is, then I would play some climbing animation instead of jump. Also I have some idea to tackle situations on the surface edges, like playing animation of losing balance.
This progress looks awesome. Could you add wall grabs to help the player climb up the temple? Also I found it hilarious when you first showed the IK system on terrain without animation. It was like the character was skating.
Hi! Yes I was thinking about adding wall grabs, but firstly I need to solve few issues with basic player movement. I will look into that after I finish my character model.
I'm working on inventory, save, dialogue and combat mechanics first this go around...if the combat is boring..no point in even continuing...but inventory and save can be plug and play.
That's great to hear. To be honest I do not plan to add a lot of combat to my game. Maybe some little mobs to increase your stats in between major ruins and other places. I want to end this project someday so yeah, can't add everything :) At least not at scale I want it to be. But definitely save and dialogs would be an important thing also for me in the future. But first I need to add some UI. I really loved your UI/menu in Tiny RPG. Especially skill points menu. That looked awesome. Was that all implemented using standard Godot UI containers ?
@@wojtek_pe I coded all of it using just texture rects, 2d colliders and a raycast....it was my first go at godot and was primarily designed for me to learn, also I was unaware of all the other options..so I started a new project(real project) now that I am more comfortable with the engine. Nice to see someone as well versed as you knows about my "tiny" project...means a lot.
Hey I plan on doing some demos. Right now, I'm searching the internet for foot ik but no luck. Then I ran into this one and it has what I'm looking for. Any idea on how I can implement this?
The character. Yeah. A very interesting topic for me. Tell me please! Very often in games I see little things that upset me. This is due to the character's gait. It is ideal and it feels like the floor is slipping. It is especially noticeable when the tempo changes. I discussed this with my friend programmer, he says this is a very difficult thing to implement. Are you going to sync your feet to the ground? Feet slip a little now. Go on, very good for one person!
Hi, it's difficult for few reasons. The way I implemented movement is the simple approach. So basically I have 3 animations: idle, walk and run. And I have a 1D space blending. That means that in engine is blending with different weight those animations based on character velocity. It's hard to sync those footsteps with actual velocity because it's based on linear animation blending. Maybe it should be blended with values that takes into an account real acceleration of player but it also sound difficult to sync. The best way to solve this problem right now is in my opinion to increase acceleration to the point where it's not so noticable. I mean I can sync my animations with speed only in 3 points so, I just to skip points between them as fast as I can. The other better way would be some procedural animations, but I don't like them. It's hard to create something that looks natural. Second problem is that IK system that I am so proud about :D It makes foots to stick to floor. So in reality there need to be a balance between how much you can accept that sometimes "leg" goes into an obstacle, and how slippery it feels. You can tweak it but it takes a lot of time. Until I don't have a final character model I keep it as it is right now.
Hi, this is just a lot of tweaking and shaders :) I use mostly custom shaders for vegetation. One recommendation I could give is that you should use gradients textures with albedo/alpha textures in combination. It gives a lot more natural looks compared to single albedo color with a texture. Also distance blur is really nice effect. Try to use SSAO on every object. It probably depends on the style of the scene but it gives me pleasant results. I also use a lot of other small tricks like rim on bark, faked subsurface scattering etc. Tbh just I just tried a ton of different things and iterated it a lot.
What do you mean by releasing? My plugin is right now on github. You can find a little overview and link to github here: ua-cam.com/video/5i0EUC0voao/v-deo.html there are few changes but idea is the same. IK system? It will be a tutorial on youtube. There is not much of source code, so it probably won't be on github. As for my game I hope I will release it on Steam some day. But it won't be fast. Still waiting for stable Godot 4.0.
Nice devlog man! Keep up the great work, I really like the environment of your game :)
Great video! Yes please do a tutorial on foot IK 🙏 not many on UA-cam and you pulled it off very well🔥
The jump is kinda weird but i do like it
Haha, thanks. I will work on it, I already have few ideas to improve it.
I love the style of the ruins and the overall style of your game. Seeing the progress that you've made really is lifting up
you're always a few steps ahead of me. I have already implemented lod system, day and night cycle, god rays and I've been trying to touch a little on the ik but I only failed in the process. What I've managed to do until now fades in comparison with what have you already accomplished.
Amazing how fast you progress. I'ld love a tutorial on how you solved the IK for the terrain floor.
For the game, I think you should design the world in a manner that jumping really makes sense. Jumping on the 20cm high bridge block at 5:55 seems a bit weird because he jumps like 1,5m for that.
I know its more stuff to implement/animate but balancing on a wooden beam or something in that direction would sell that part better.
Hi and thank you for suggestion. You're totally right about jumping on the 20cm bridge block :) And I have already planned a little bit different solution for this problem. Basically I will place a raycast in front of character. Then I will check if an obstacle in front of it is in some altitude range (for example 20-50cm). If it is, then I would play some climbing animation instead of jump. Also I have some idea to tackle situations on the surface edges, like playing animation of losing balance.
this is looking NICE
This progress looks awesome. Could you add wall grabs to help the player climb up the temple?
Also I found it hilarious when you first showed the IK system on terrain without animation. It was like the character was skating.
Hi! Yes I was thinking about adding wall grabs, but firstly I need to solve few issues with basic player movement. I will look into that after I finish my character model.
I was waiting this devlog
I wanted to share it yesterday but I had a problem with the internet access. I hope it was worth the wait :)
@@wojtek_pe Yes I was interested about gameplay mechanics
@@wojtek_pe good job
I'm working on inventory, save, dialogue and combat mechanics first this go around...if the combat is boring..no point in even continuing...but inventory and save can be plug and play.
That's great to hear. To be honest I do not plan to add a lot of combat to my game. Maybe some little mobs to increase your stats in between major ruins and other places. I want to end this project someday so yeah, can't add everything :) At least not at scale I want it to be. But definitely save and dialogs would be an important thing also for me in the future. But first I need to add some UI. I really loved your UI/menu in Tiny RPG. Especially skill points menu. That looked awesome. Was that all implemented using standard Godot UI containers ?
@@wojtek_pe I coded all of it using just texture rects, 2d colliders and a raycast....it was my first go at godot and was primarily designed for me to learn, also I was unaware of all the other options..so I started a new project(real project) now that I am more comfortable with the engine. Nice to see someone as well versed as you knows about my "tiny" project...means a lot.
Nice one!
Hey I plan on doing some demos. Right now, I'm searching the internet for foot ik but no luck. Then I ran into this one and it has what I'm looking for. Any idea on how I can implement this?
Hey, look at my channel. I made a tutorial not so long ago :)
@@wojtek_pe ok thx
The character. Yeah. A very interesting topic for me. Tell me please! Very often in games I see little things that upset me. This is due to the character's gait. It is ideal and it feels like the floor is slipping. It is especially noticeable when the tempo changes. I discussed this with my friend programmer, he says this is a very difficult thing to implement. Are you going to sync your feet to the ground? Feet slip a little now.
Go on, very good for one person!
Hi, it's difficult for few reasons. The way I implemented movement is the simple approach. So basically I have 3 animations: idle, walk and run. And I have a 1D space blending. That means that in engine is blending with different weight those animations based on character velocity. It's hard to sync those footsteps with actual velocity because it's based on linear animation blending. Maybe it should be blended with values that takes into an account real acceleration of player but it also sound difficult to sync. The best way to solve this problem right now is in my opinion to increase acceleration to the point where it's not so noticable. I mean I can sync my animations with speed only in 3 points so, I just to skip points between them as fast as I can. The other better way would be some procedural animations, but I don't like them. It's hard to create something that looks natural. Second problem is that IK system that I am so proud about :D It makes foots to stick to floor. So in reality there need to be a balance between how much you can accept that sometimes "leg" goes into an obstacle, and how slippery it feels. You can tweak it but it takes a lot of time. Until I don't have a final character model I keep it as it is right now.
How do you achieve such nice rendering with all the grass and trees?
Hi, this is just a lot of tweaking and shaders :) I use mostly custom shaders for vegetation. One recommendation I could give is that you should use gradients textures with albedo/alpha textures in combination. It gives a lot more natural looks compared to single albedo color with a texture. Also distance blur is really nice effect. Try to use SSAO on every object. It probably depends on the style of the scene but it gives me pleasant results. I also use a lot of other small tricks like rim on bark, faked subsurface scattering etc. Tbh just I just tried a ton of different things and iterated it a lot.
@@wojtek_pe bro thank you so much for this explanation! Great devlog and I can't wait to attempt to make my own environment.
how is it going with your game? Best wishes to you!
Are you planning on releasing this along with your plugin or as a separate project?
What do you mean by releasing? My plugin is right now on github. You can find a little overview and link to github here: ua-cam.com/video/5i0EUC0voao/v-deo.html there are few changes but idea is the same. IK system? It will be a tutorial on youtube. There is not much of source code, so it probably won't be on github. As for my game I hope I will release it on Steam some day. But it won't be fast. Still waiting for stable Godot 4.0.