Often get asked how I make levels in #godotengine this is the general process. Scripts will combine meshes, apply collision and auto-assign visual layers. I also build composite scenes to save rebuilding same/similar rooms. #indiedev #gamedev #lowpoly #fps

11:19 AM · Jul 29, 2021

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Replying to @MagellanicGames
No baked lightmaps? Impresive result without it
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No, all dynamic which is where the scripts for visual layers come in. Using visual layers also means I don't have to worry about light going through walls as there also aren't any shadows.
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Don't like it, like building like this.
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Replying to @MagellanicGames
I like it.
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Replying to @MagellanicGames
This is great to see ! How are you finding the new culling system in latest beta? Does it complement this style of map building?
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I haven't tried it out yet as I'm just waaaay too deep in making this game atm. In theory, it should basically just drop in and work as I build my levels exactly as you would with a portal-based culling system. It will most likely be used in my next game.
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Replying to @MagellanicGames
At 0:18 seconds, hiw does that floor decoration works? Is it like a modular decal?
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Pretty much. I simply have tiles that are set with a slightly higher z value so there's no graphical glitches but it is impossible to see the height difference by eye.
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How did you change the grid snap? I thought it's hardcoded to 1m
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