[Mechanics] - Sound, Performance, and death
Fair amount of bug fixes and enhancements last few days:
Slow Loading
This turned out to be due to TSCNs, Godot's native scene format, being woefully inefficient at loading anything remotely large. As such, embedding my models into the TSCNs caused scenes to load heinously slowly. Changing scenes to instead reference the GLTF versions of models dramatically improved scene loading times, this just makes accessing the mesh directly a bit more of a headache.
Mad Frame Rate Drop after linking enemy to main scene
This turned out to be due to collision shapes being woefully inefficient at collision detection, so as soon as move_and_slide was called it would cause the whole scene to grind from ~115fps to ~5fps. I knew TriMesh would do this, but I did not think the simple generate shapes would be such an issue as well, so annoyingly this means I will be manually creating all collision shapes from basic shapes. Not THAT big a deal, just more extra steps that I would have hoped the engine could do for you.
Spatial Audio
I wrote a script that fires a raycast into the ground from the player's position to detect what ground type they are walking on, then used this to randomly select one of 30 sounds relative to that surface, e.g. Wood_Barefoot, Wood_Shoes, Concrete_shoes and so on. This is working as a basic concept at the moment, though carpet is basically silent atm, but also am thinking I might have a 'bump' mechanic such that if you knock a chair it will cause a sound. Also added some howling wind in the kitchen as the intent is for the windows to all be broken, hence the ivy. Can see this in the video below.
Demon Included
Finally got my Demon enemy into the main scene with a basic repertoire of 'charge at the enemy using A*Pathfinding and attack', then animated a screen shader to cause a warping effect along with some eerie sounds I whacked together from freesound.org. As always, sounds/textures/models are essentially placeholders while I prototype the game and subject to change, but as a concept I'm happy with where it's heading
As always, thanks and I welcome any comments.
Bimbam
Get Estate of the Damned
Estate of the Damned
Developing a Survival Horror in Godot. WIP.
Status | In development |
Author | Bimbam |
Genre | Survival |
Tags | Dark, Godot, Horror, Psychological Horror, Singleplayer, Survival Horror |
Languages | English |
More posts
- [In Engine Clip] - Playing with lightJan 23, 2021
- [In Engine Clip] - Playing with fireJan 16, 2021
- [In Engine Clip] - Forest of fogDec 25, 2020
- [In Engine Clip] - Halloween UpdatesOct 31, 2020
- [In Engine Clip] - Doors and InteractionsOct 28, 2020
- [In Engine Clip] - Exploring new roomsOct 22, 2020
- [Design Update ] - Music RoomOct 18, 2020
- [Design Update ] - Hallway ArchesOct 01, 2020
- [Design] - Back to Blender, More Housework!Sep 30, 2020
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