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Hey thanks for playing and for the feedback! I’m glad the retro 3d platformer vibe came through, I was definitely going for that spyro feel. And I totally agree - the final jam product ended up pretty bare in terms of gameplay.

Since Godot doesn’t have a built-in terrain editor, for this project I had a specific goal in mind: explore various terrain plugins/techniques in godot.

In Volcanic Vistas, I ended up using a plugin called CSGTerrain, which, as the name implies uses CSG shapes and operators to build the terrain. I had intended for that level to end up quite a bit larger - with segments completely surrounding the volcano. But I was struggling to make the transitions between zones look good, and in general it was very easy to make a mistake that would make your level look very ugly. Tbh I probably spent a solid 2 weeks tinkering with this plugin until I eventually discovered… the Terrain3D plugin.

In both Majestic Mountains and Canyon Calamity, I discovered how nice it was to have an actual terrain tool. Going forward, I will either be hand-crafting my terrains in blender or using Terrain3D. I cannot sing Terrain3D’s praises enough tho. It’s a bit difficult to use at times but the results you get with very little effort are amazing. Check out these snaps of a beach level I had been tinkering with - this took maybe a few hours of effort to get this far:

Thanks for the insight! It's a shame playing around with CSGTerrain took up so much time. I haven't tried that plugin, but making smooth terrain with CSGs seems like a real pain. That beach looks nice for something that was built in only a few hours!

I've only used Func_Godot+Trenchbroom and Blender before. I'm definitely gonna have to give Terrain3D a look, for when I inevitably want to mess with something that Trenchboom can't handle. 

(+1)

It’s a shame playing around with CSGTerrain took up so much time.

Not at all - the goal was to research terrain plugins, and that goal was achieved.

Good point!