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Rune

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A member registered Jun 10, 2020 · View creator page →

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Sorry about the file size. We encountered quite a few issues with exporting from blender into godot, maybe it's just our inexperience, but it didn't feel very intuitive and we ended up having a ton of duplicated mesh data which ballooned our file size.


I wanted to have proper graphics settings so that people can improve their performance,  but we spent so much time fighting against godot's model importing that I didn't have enough time to worry about it. 

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Thanks.

We didn't use photogrammetry, most of the models and textures were obtained from cc0 sources and Blenderkit. The "Painterly" visual style was achieved using a Kuwahara post-process effect and then applying screen-space distortion that we randomize every few seconds.


The shader for the compositor effect can be found here on the repo for our submission

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We're uploading a hotfix to fix the balancing in 2 segments of the game, fix a crash, and some audio issues we noticed on Windows. we'll keep the original version up just in case.

Adding some extra context here, shadows add 8.5ms to the frame render time alone, which is insane since that leaves only approx. 8ms to render the rest of the frame if we are trying to hit 60fps. (the game barely hits 60fps on our high-end hardware testing scenario and barely 30fps on our low-end hardware testing scenario). We only found out about the performance regression with shadows after we submitted, since we were literally crunching to get our game into a playable state with literally less than a minute to spare before submitting.

The performance issue has to do with a regression between Godot 4.2 to Godot 4.3. Unfortunately we ran out of time to do optimizations for this, as it requires testing with different quadrant subdivisions and overall shadow map size to find one that performs the best for our particular lighting arrangement. Might push out an update with an option in the settings to turn off shadows.