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Blargis
United States
Registrace 6. 06. 2023
Solo indie dev working on Bloodthief: A Retro Melee FPS that is meant to be a mix between Quake and Hotline Miami. I try to post a new devlog monthly.
Godot and Blender 3D Game Dev tutorials and devlogs.
Godot and Blender 3D Game Dev tutorials and devlogs.
Optimizing my Game so it Runs on a Potato
In 6 months I've taken my Godot game, Bloodthief, from 9 fps to 60 fps on this potato of a computer. Here are all the things I did to make that happen!
➤ WISHLIST BLOODTHIEF ON STEAM: store.steampowered.com/app/2533600/Bloodthief/
➤ JOIN THE DISCORD: discord.gg/aU5naj2fgY
This is a devlog for Bloodthief, the indie game I'm working on inspired by Quake, Hotline Miami, Ghostrunner, and ULTRAKILL. In this devlog I talk about Optimization!
Leave a comment below if you have any feedback on the game or questions about my process!
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Chapters
0:00 Intro
1:20 Occlusion Culling
3:03 Baked Lighting
4:27 Optimizing Enemies
7:17 Shader Compilation
13:40 Graphics APIs
17:22 Rapid Fire Optimization Tips
18:14 Ending & Results
#devlog #gamedev #godot #indiegame #indiedev
➤ WISHLIST BLOODTHIEF ON STEAM: store.steampowered.com/app/2533600/Bloodthief/
➤ JOIN THE DISCORD: discord.gg/aU5naj2fgY
This is a devlog for Bloodthief, the indie game I'm working on inspired by Quake, Hotline Miami, Ghostrunner, and ULTRAKILL. In this devlog I talk about Optimization!
Leave a comment below if you have any feedback on the game or questions about my process!
--------------------------------------------
Chapters
0:00 Intro
1:20 Occlusion Culling
3:03 Baked Lighting
4:27 Optimizing Enemies
7:17 Shader Compilation
13:40 Graphics APIs
17:22 Rapid Fire Optimization Tips
18:14 Ending & Results
#devlog #gamedev #godot #indiegame #indiedev
zhlédnutí: 318 863
Video
The Formula for Replayable Games
zhlédnutí 172KPřed 3 měsíci
What gives a game replayability? In this devlog I go over all the things I'm doing to make my indie game, Bloodthief, more replayable. ➤ WISHLIST BLOODTHIEF ON STEAM: store.steampowered.com/app/2533600/Bloodthief/ ➤ JOIN THE DISCORD: discord.gg/aU5naj2fgY ➤ SPEEDRUNNING DISCORD: discord.gg/FfpX2GEurg This is a devlog for Bloodthief, the indie game I'm working on inspired by Quake, Hotline Miami...
The Difference Between Fun and Frustrating Games
zhlédnutí 184KPřed 5 měsíci
What's the difference between a fun challenge and a frustrating mess? In this video I seek to answer this question with my own game, Bloodthief. ➤ WISHLIST BLOODTHIEF ON STEAM: store.steampowered.com/app/2533600/Bloodthief/ ➤ JOIN THE DISCORD: discord.gg/aU5naj2fgY This is a devlog for Bloodthief, the indie game I'm working on inspired by Quake, Hotline Miami, and Ghostrunner. In this devlog I ...
The Panic and Joy of Having People Play my Game
zhlédnutí 21KPřed 7 měsíci
In this Devlog I talk about how I'm playtesting my indie game! ➤ WISHLIST BLOODTHIEF ON STEAM: store.steampowered.com/app/2533600/Bloodthief/ ➤ JOIN THE DISCORD: discord.gg/aU5naj2fgY You're watching the latest devlog for Bloodthief, the indie game I'm working on inspired by Quake, Hotline Miami, and Ghostrunner. In this devlog I talk about: - New features being added to the game - The build up...
Bringing Back the Genius Level Design of the 90s in My Game
zhlédnutí 56KPřed 8 měsíci
In this Devlog I talk about how I'm using Godot and Trenchbroom to make levels inspired by games like Quake! ➤ WISHLIST BLOODTHIEF ON STEAM: store.steampowered.com/app/2533600/Bloodthief/ ➤ JOIN THE DISCORD: discord.gg/aU5naj2fgY Welcome to the latest video for Bloodthief: My Retro first person melee action game made with Godot 4. In this devlog I talk about: - Quake and it's awesome level desi...
Adding INSANE Movement Mechanics to my Game | Devlog
zhlédnutí 22KPřed 9 měsíci
In this devlog I add new movement, a new enemy and a some new levels! ➤ WISHLIST BLOODTHIEF ON STEAM: store.steampowered.com/app/2533600/Bloodthief/ ➤ JOIN THE DISCORD: discord.gg/aU5naj2fgY Welcome to the latest video for Bloodthief: My Retro first person melee action game made with Godot 4. In this devlog I talk about: - Some new movement mechanics - Level design stuff - Designing a new enemy...
My Retro Melee FPS | Devlog #0
zhlédnutí 82KPřed 10 měsíci
This is Devlog #0 where I document the process of me making my dream game: A Retro first person melee action game made with Godot 4. ➤ WISHLIST MY GAME ON STEAM: store.steampowered.com/app/2533600/Bloodthief/ My goal is for this game to be a mix between Hotline Miami and Quake. Please leave a comment below if you have any questions about the project or my gamedev process! Chapters: 0:00 Gamepla...
GDScript Callables & Lambdas Deep Dive | Godot 4 Tutorial
zhlédnutí 12KPřed 11 měsíci
In this in depth Godot 4 GDScript tutorial I'll thoroughly explain: - GDScript Callables (AKA first class functions) - Lambda functions (AKA anonymous functions) - Practical scenarios for using both callables and lambdas (including how this all relates to signals and array functions such as map() and filter()). #godot #godotengine #gdscript
Godot RESET Tracks Explained (Godot 4 Tutorial)
zhlédnutí 3,6KPřed 11 měsíci
Learn how you can use RESET animations and RESET tracks to save you time and headaches in Godot! (Godot 4 tutorial). #godot #godotengine #blender #blender3d
How To Import Blender Models to Godot 4
zhlédnutí 34KPřed 11 měsíci
The best way to add Blender models to Godot 4 projects. #godot #godotengine #godot4 #blender #blender3d #gamedev
A little tip I learned from studying the level design in ULTRAKILL is: Make movement so that your players can get anywhere, and then design levels around that. Right now, your movement in Blood Thief is already pretty much there, there's a huge amount of freedom in where you can go. So what you can do with that freedom is design levels without having to worry about where the player can or can't go (for the most part). Obviously test things beforehand. But always physically block off out of bounds spaces with the assumption that players will find ways to get there, or try putting secrets or collectables in places like that. Just make sure if you place a secret that you actually test to make sure it's absolutely possible. The more freedom you give your movement system, the more whacky places you can put secrets, but Blood Thief's movement already opens up a lot of potential
This was a super simple and helpful explanation! Thank you!
Not sure about Unreal, but in Unity, you add all the graphics APIs you want supported in the project settings. Then when the game launches for each client, it goes through the list of APIs, selecting the first one that the client's hardware supports.
Why not have one version for OpenGL and one version for Vulkan? I know there's other games that let you choose.
That's AMAZING, love the random sounds from the loading screen. Maybe a funny animation would pair well with it Edit: You put it best though! "Frantically cleaning castle!" or something, and have a couple little pixel enemies zipping around 😂
how much work would it be to implement both vulcan and opengl?
If you can I will like to see this game on consoles like xbox one and x/s and ps4 and ps5 and Nintendo switch when is not in early access and if you can afford it keep up the good work.
Some of your textures appear to have VRAM compression which splits them up into blocks of different colors, you may want to disable it in the import setting as it looks wierd on low res textures
Nice video! I'm trying to write a software+ogl1 game engine for even potato-er computers. This is very inspirational to me.
Me and the boys baking lights
$290 !???? I'm using a Thinkpad T480 i got for $150 used. I replaced the SSD and RAM to get 2TB and 16GB. it's fantastic value, just look for used business Laptops
Watched your video and instantly subbed for the playtesters. Loved the game. Keep it up!
Oh man, it would be AMAZING while loading to see (the example at 12:04) and hear (the example at 12:31) the whole level being played, while the game is loading! A bit like a "sneak peak" of what to expect! PLEASE ADD IT, at least as an option you can toggle!!! 😂😂😂
This is so cool... As a 90s kid I grew up on level design like this and even learned how to use the old Unreal One engine for making Deus Ex maps. Learning Godot now I decided I wanna go back to doing level design like this even if I'm really good in Blender now. Trenchbroom is interesting, but I'm currently using Cyclops right now which is kinda like Trenchbroom but as a plug-in for Godot where I use Godot as a level editor directly. I hope tools like this really evolve as the industry seems to have given up on them, which I feel was a mistake as level design and modeling are pretty different in scope and ideally suited to their own program. I can make one amazing looking flower vase in Blender now, and while sure I could make nice looking maps in Blender too, if I gotta change anything it would become one massive UV/texturing headache to redo any part of it. Cyclops lets me make a map, then change it quickly if I don't like it without needing to redo all the UVs and what not, that's really why Level editing and 3d Modding should be done in their own respective programs I feel.
Your solution for compiling shaders is brilliant!
so the problem with vulkan, iiiiiis the same problem as with dx12 and that is the GPUs were forced to use spir-v instead of their own implementations. this did fixed a LOT like A LOT of problems caused by gpu manufacturers. but it comes with the caveat of earlier hardware not supporting it. Now when it comes to intel that is a whole other can of worms, as their gpu hardware and software used to leave a lot to be desired. iirc the first spir-v implementations were essentially just running the code on the cpu side in the driver it self (cries irl)
I've been gaming on a i3-3120m for almost a decade just fine, your laptop can't be that bad :P
Teeeeechnically it has a gpu but it’s just integrated
Finally a Devlog thats not just a plain Daily Diary. Thats exactly how a Devlog should be. I wish you your game does well. Even if im not into 3D Platformer this game looks still like alot of fun! Great Job Blargis!
9:16 this voiced one of those concerns that I could never find the right words for, just had a feeling for. Thank you.
I spent nearly 2 years developing a Video game and it can barely get 40 FPS on a RTX 1600 Ti with 16 Gigs Ram Intel i7 11th Gen. Okay that is on Max graphic settings on lower it gets about 500 Fps.
You couldve maybe used a vm to replicate the shader stutters?
I wonder, I know the game looks fkn borked in OpenGL, but I wonder if there's a way to detect if the player's computer doesn't support Vulkan, and swap to OpenGL as a fallback? I also wonder if there's a way to create OpenGL exclusive fixes to make the game not look like a complete disaster if the fallback is required.
Most AAA PC games let you choose between vulcan and opengl
i have a 5th gen xeon cpu which it's igpu doesn't support vulkan 1.3 required for godot, and when my rx 580 died i had to switch to opengl. since i'm still on coding hell i don't care but man does it feel weird not having antialiasing and shaders that work.
at least light baking doesn't take a day like it does in unity.
might i suggest that the fisheye camera mode should only be activated if wall running? or perhaps a slight modification, you could automate it to return back to normal when wall running or jumping state, it could be a little more digestible as well
I remember seeing a Game that in the Initialization asks if you want to Run in Vulkan or in OpenGL
How in the world is a 386$ computer a potato? I bought my pc this year for 220$ and it has 16g RAM, 500g of space and runs smoothly most games
I love the shader compiling method How do you compile shaders in your game? .... Manually
still better than my pc 💀💀
great video!
thank you, great video! subbed :) ❤
Keep the sound in the loading screen, Thats most bad ass loading screen I have ever seen
5:40 instead of an RNG call every time the moving is updated, I feel like having some data array that you alloc to that decides where they should be timed would be better!
My friend has been speed running your game a lot. Good job
this is a pretty cool video, I am new to game development and im wanting to make a videogame that plays like yours does but Id want the main camera to be about 2 feet behind the player at maybe like a -20 degree angle, sort of like a Legend of Zelda game or something. but I want to make low poly video games on modern technology, im currently trying to figure out how I should even go about beginning this game idea I have, but essentially its like the legend of zelda and ratchet and clank combined. BloodTheif looks pretty cool though! I am going to subscribe im curious about the progression and man id love to learn some more about coding and what not for beginners too but idk if I should use unreal engine or unity or something else. im scared of blender....
i dont know what your programming experience/motivation is but it sounds like just writing this game from scratch or with a framework would be easier than working around all the godot specific buggs you mentioned. PS. its relatively simple to frankenstein a gameengine together using raylib / sdl / glfw / glm / cglm / bullet / joltphysics / dearimgui / nuklear / etc. just a thought though, game looks fun :)
Thanks for the tips! I'm trying to make my game replayable but I don't know if I can, since it has 100 in the overworld, and if you noclip by using a secret on level 32 you fall into 105 levels in the void... But once you beat those extra 105 levels you get sent back to the overworld where you left off Is there a way to make that replayable? My concern is that players are going to think the game is too long, or it's not worth it.
I am playing on "one of these" and i cant even run the game. I have NVIDIA GeForce GT 320, 4 GB of ram and Intel core i3. Maybe try switching to the compatibility render mode so it can actually run on older device. Thanks.