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(+1)

Great job! 

I have a destructible terrain concept I've been hoping to start on soon, are you using Geometry2D functions for this? 

The performance is very smooth and you implemented the QTEs and multifunctional level design in your gameplay very nicely!

(+1)

yes. Geometry2D api is very powerful.

There is a Godot 3 tutorial on YouTube about destructible maps that was the basis of the first prototype, but I ended up changing it for a bitmap-based approach. (See in the desktop version that the game simply loads and saves pngs for the maps)


It was still necessary to use Geometry2D, but in this case I only needed it to generate the collision polygons based on the PNG alpha

But all this only performed well when I mixed this last approach with a partitioning system similar to the one in the tutorial (the tutorial has problems but the performance is great)