music was dying in the browser, but it it was fun!
kerniee
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Hey, thanks! I used shaders to limit colors. It is the combination of depth-based edge detection and dithering algorithm with random texture for the pattern. I made the shader public: https://gist.github.com/kerniee/77733053a832749fa62e10af2e4c3de0
I followed this godot tutorial to setup full screen shader: https://docs.godotengine.org/en/4.4/tutorials/shaders/advanced_postprocessing.ht...
There are better techniques for dithering, but i had limited time to experiment with them, so my implementation is not so advanced, but it works
Great job :)
Yeah, even at level 50 it takes a long time to generate and is already quite laggy because of hunders of thousands boxes rendering to the screen.. but that was the idea behind the game, limit test the hardware and put as many objects as possible for fun :)
I could optimize it further, but I think adding variety to the game would be better than focusing on quantity
Thank you for the feedback! I intended for the player to place drones strategically to avoid bunching up. Also, when drones group together, they mine faster. However, I realize that clustering is inevitable at some point. Maybe there should be some system in place for the player to control this logic, but I am not quite sure what it would look like



