Quick update and resuming livestreams next week
Hey all!
The last few weeks have been more busy than I expected with a lot of surprises so I didnt have enough time to focus on MEGASTRUCTURES, which is why I didnt post updates nor did any livestreams recently. This is unfortunate but kind of expected for projects that I cannot yet focus on full time or half-time.
I’m thinking about ways to be able to spend more time on the project but for now I dont have an immediate solution.
The good news is that progress and livestream will resume next week! :)
I’ve still had some time to think about related subjects, like if Godot is actually a good candidate for the client/view side of the game. (I think I will now talk about client/server instead of view/model because that people have trouble with understanding the second terms… we’ll see). My main concern is about performance. Recently I released an alpha version of a game, The House (made with helped from fellows at https://hometeamgamedev.com/ ) which is a 1st person “kind of horror” puzzle adventure game. It’s not very pretentious graphically, the context of the development implied that all the art was made by people in the group, no external assets, and we were all learning about everything related to Godot and other aspects of this kind of game, so it’s not really an excellent game but it was an excellent experiment. However the most important issue with the game (if we ignore the darkness of it, which is kind of it’s point), is the abyssimal performance. Surprisingly most of the performance issues are coming from the engine itself or from the physics engine, not much from the graphics rendering parts… which is concerning. This makes me think that before focusing on using Godot exclusively for this long-term project, I might want to experiment a little bit more on it. This doesnt prevent us from trying to see how the integration of C++ code works with Godot. Also The House have been made with Godot 3.5 which is known to be not that good at performance compared to the version 4.x which was recently released. One of my incoming experiments is to try to convert the project to Godot 4.0 or 4.1 and see if it fixes most of the issues we saw…. but I am not super confident honestly. Maybe MEGASTRUCTURES would be better served by using something lower level like the Magnum Engine? We’ll see.
Another thing I have been thinking about is about the livestreams: is it worth watching me just packaging the Godot’s library to then use it? It’s not very graphic and most people -even most programmers- dont even understand the arcane stuffs I’m talking about (some reported this to me, which is more funny than anything). Maybe it’s too early for livestreams and they will be more interesting when I’m working on visual features of the real game? Not sure.
Anyway that’s it for this week, progress resumes next week and next livestream will be next Thursday. See ya!
Klaim
MEGASTRUCTURES
Post-cyberpunk roguelike - Play a transhuman exploring gigantic megastructures
Status | Prototype |
Author | Klaim |
Genre | Role Playing, Survival |
Tags | Cyberpunk, lone-survivor, Post-apocalyptic, post-cyberpunk, Roguelike, Roguelite, Singleplayer, Turn-based, Turn-Based Combat |
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