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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. down to 0.2 ( GH-97281 ).

Beta 106
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

Welcome back to another magically entrancing issue of the Kristala dev blog. Concept Art. As part of our demo overhaul, we recently welcomed a few new team members into our motley crew in order to help us better establish the dark-fantasy vibe we're going for—including the newest member to our Concept Art team, Harold.

Dev 52
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The Kristala Dev Blog - Issue #35

Astral Clock Tower Studios

Thanks for joining us for another exciting and epic issue of the Kristala Dev Blog. The dev blog is where we share all the behind-the-scenes dev action for Kristala, a 3D Dark Fantasy ARPG developed by the incredibly talented team at women-owned indie game studio, Astral Clocktower Studios. Concept Art.

Dev 52
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Birth of Byways: A Peek Into My Early Board Game Development Process

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. The core engine is the bare minimum set of mechanics and concepts you need to have a functioning (but not necessarily fun) game.” These emotions have been baked into Highways & Byways. Click here.

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8 Signs Your Game is Ready for Blind Play-Testing

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Self-testing was my primary form of testing in the first and second versions of the game, when I wasn’t even sure if some of the core concepts would work. Just here for Highway s & Byways updates?

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Dev snapshot: Godot 3.5 beta 5

Mircosoft Game Dev

This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. To help with the common task of accessing specific nodes from scripts, Juan Linietsky ( reduz ) added the concept of "scene unique names" for nodes in the master branch ( GH-60298 ), and Tomasz backported it for 3.5.

Beta 52
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Navigation Server for Godot 4.0

Mircosoft Game Dev

Runtime navigation mesh baking. If you're unfamiliar with the concept of "servers" used in the Godot architecture, you can refer to this past devblog and the documentation. If you're unfamiliar with the concept of "servers" used in the Godot architecture, you can refer to this past devblog and the documentation.

Agent 52