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A jam submission

DiscoveryView game page

Take a walk and have a look around. What will you discover?
Submitted by IcyLava (@icylava_) — 14 hours, 11 minutes before the deadline
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Discovery's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#54.0004.000
Audio#73.3333.333
Fun#82.6672.667
Overall#83.2673.267
Theme#133.6673.667
Originality#172.6672.667

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Briefly explain your games interpretation of the theme?
You explore the environment of the game

How much CODE (text or visual) did you make?

Most

You created most of the code - but re-used some chunks of code

How much of the game's ART did you make?

Partial

You created some of the art - but used a lot of existing assets

How much of the game's SOUND effects did you make?

Partial

You created some of the audio - but used a lot of existing sounds

How much of the game's MUSIC did you make?

All

You created all of the music heard in game

Did you enjoy the jam? Is there anything you'd change if you could start over?
I enjoyed trying something experimental for the jam. I didn't start jamming right away, though I'm not sure if I could change that.

Aren't you awesome for being creative and taking part?

Yes

Give details of any purposefully added accessibility considerations in your game
The game has controller support and the nature of the game does not require quick (re)action

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Comments

HostSubmitted(+1)

This was a very chill experience, the birds reacting to your presence was a really nice touch. It was fun to see the secret game mode you added in around that. The audio really help set the tone and mood of the game, and the world was interesting enough to traverse. With more time, it'd have been great to have more "jumping puzzles" or point of intrigue to make the exploration more rewarding. Loads of really nice touches to this entry!

Submitted(+1)

Great visuals and good sound effects. Loved the bird animation!

 Bonus points for providing a Linux version!

  1. Could you perhaps share how you lit the world? I always struggle to make the environmental lighting in Godot 3D look good at reasonable fps...
  2. Did you have to do any LOD optimization?
  3. Have you experience in both Godot 3/Godot 4 and could share your opinion? (Workflows, new features, etc.)
Developer

Hey, thanks for playing!

This was made using Godot 4. Initially was using beta 7, but had to switch to beta 6 because the birds were not following the flight path properly on export.


I have a directional light (the sun) that's slightly lacking in blue color, and I also have ambient light in the world environment that's blueish. That's what makes the shadows look blue. This is kind of how it would look in real life with a clear sky like I have.

I also have SSAO with a big radius in the environment, this helps to add more detail to the rocks. I had SSIL enabled but it didn't make a big difference in the image, so I disabled it for performance reasons. There's also Glow, I'm using additive blend mode for it with intensity, strength and bloom increased from the default. Then there's Fog, I've set aerial perspective to 1 which makes the fog color come from the skybox. Sun scatter is set to 1 and sky affect is set to 0.

Finally I have ACES tonemap with default values, this helps to give more contrast to the whole image, making it less flat-looking.

Also I'm using the Procedural Sky for the skybox.


Yes I had to to some LOD for the trees because the game is GPU-bottlenecked. I'm not sure if Godot 4 has a built-in way to do LODs, but I did it manually. Once you get far enough away from a tree, it switches to a version which has less leaves. It also switches the material of the leaves, the high LOD version uses alpha scissoring, whereas the low LOD version uses alpha blending. This is because alpha scissoring essentially makes the leaves disappear at long distances.

It still takes a lot of GPU resources, the GPU time taken is about 8ms on my GTX 1050 which I think is still too high, but I didn't want to spend a bunch of time optimizing, especially with the limited jam time.


I mostly use Godot 3, but tried 4 for this jam because I thought it had a heightmap feature (that wasn't really the case other than the heightmap collider, but I was too lazy to switch back, since it already converted my project).

The import process is a bit better, for instance with gltf you can have it automatically generate a collision mesh on import, rather than having to do it manually like in Godot 3, there's other niceties too with the new import system. Signals are a bit better with 4 because now functions are first class citizens, meaning that when you connect signals through code, you use the function name instead of a string. This means your code is less fragile, since if you change anything to do with the signal, the script editor will give a warning about it. I'm not sure about the 3D graphics differences between 3 and 4.

Other than that, I don't think there's a big reason to fully switch to 4 yet, especially since it's still a bit buggy, I've had it crash a few times too.

Submitted(+1)

Thank you very much for your detailed answer. Especially your insights about Godot 4 are very helpful. 

Re-assuring to know that you did not do much out of the ordinary for the lighting (like HDRI's, placing tons of lights, etc.). It seems it is more important to tweak the parameters and use ACES instead of Filmic.

(+1)

I loved spooking all the birds and getting really close to some of them~! :D And swimming infinitely is also fun xD ahaha. I was hoping to inflate my timer just by swimming infinitely but it stopped at the last birb xD oh well~


Submitted (1 edit) (+1)

As I am the first one to post, I assume I am the current world record holder with 237.28s!

A really nice little game! Super fun and super chill!

Developer(+1)

Thanks for playing! The time in the screenshot is 30s faster than what you're saying though :)

Submitted

My finger must have slipped while typing it out :D