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Yo Soy Freeman
49ba75d9934fc475a43386ff2f28e9070e8f52be9ff882da5d49ccd137f1882b
Neurodivergent indie dev and artist from Spain who works mostly with Godot, Blender and Material Maker. Linux user and open source enthusiast. Fighting chronic depression.

Uno, dos, tres.

Cuatro, cinco y seis.

Yo me calmarรฉ.

Toooooodos lo verรฉis!

Ey! I'm playing Morrowind.

The ballad of MR. Whiskers part 3: I kind of killed two people, Whoopsie :3

https://youtube.com/live/yWlM_DnM7ow?feature=share

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpq03czh6fv34q3ugu5xvaw3nd6prf5peuaxv62vjnmqhpf80vhjhrq0hw675 Not specially! that's the idea. It's not so much about having incredibly detailed or accurate water, but more about the general look and behavior of it. In my eyes, minimalistic tends to looks better. Rendering realistic water is a very complex mission, so i think is better to capture the feeling of water. Kind of the same as the sand in journey (For which there is a talk, and same principles apply!)

Replying to Avatar Yo Soy Freeman

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqgag5rxc9wnnevwgauet70f0ml6aeqef4l4s3yykj3y80da3wtgnqup6ses This may seem like a joke, but it's not.

It's just an example, but... Why don't you literally throw the character there? a drop that is softened by water and you have to swim to get out. If you are already starting in shallow water, maybe just add the context of a fall before, and spawn the character swimming.

Remember, our job as devs is to be evil with the player xD

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqgag5rxc9wnnevwgauet70f0ml6aeqef4l4s3yykj3y80da3wtgnqup6ses It's kind of the same situation as "How we make the character look up?" by forcing them to go down before!

If they come from a high altitude, they already know they can probably go back up!

Replying to Avatar Rie

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpq4yqjkzqkgv4a27egvq5xmh2ravemytg9g5kldqeqfts92uvh90sqkdj2mx Not sure how much more I can make sure they understand it's water haha! Already making players walk through shallow water right at the beginning with splash sounds and ripples, and soon after the only path forward is to jump into a deeper body of water, but players stay hesitant about it. Guess I meed to make it more obvious there is something good on the other side, add a staircase into it so it doesn't seem like they'll be stuck there, and add stuff floating in it...

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqgag5rxc9wnnevwgauet70f0ml6aeqef4l4s3yykj3y80da3wtgnqup6ses This may seem like a joke, but it's not.

It's just an example, but... Why don't you literally throw the character there? a drop that is softened by water and you have to swim to get out. If you are already starting in shallow water, maybe just add the context of a fall before, and spawn the character swimming.

Remember, our job as devs is to be evil with the player xD

Doing my taxes is always incredibly easy with this trick ๐Ÿ‘‡ ๐Ÿ‘‡ ๐Ÿ‘‡ ๐Ÿ‘‡ ๐Ÿ‘‡

If you are poor enough, the state literally tells you "No man, like, haha, no. It's more expensive to manage this than whatever you may give us. Good luck brother"

Replying to Avatar Yo Soy Freeman

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpq03czh6fv34q3ugu5xvaw3nd6prf5peuaxv62vjnmqhpf80vhjhrq0hw675 It's one of those video game visual language elements that we inherited from older gens in which we had no depth buffer or refraction. Without bumps it looked, in the best case, like metal. I'm thinking oblivion for example.

That's why a lot of times you see an incredibly rendered water and still feels incredibly off. A liquid can look a million different times, but if it's behaving like a sea, it and there is no sea, the only option is boiling. In any case, a brain punch haha

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpq03czh6fv34q3ugu5xvaw3nd6prf5peuaxv62vjnmqhpf80vhjhrq0hw675 Elden ring does it great. Lot's of low level detail, high frecuency detail is only visible when the light hits just right. Even the sea is relatively clear.

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpq03czh6fv34q3ugu5xvaw3nd6prf5peuaxv62vjnmqhpf80vhjhrq0hw675 It's one of those video game visual language elements that we inherited from older gens in which we had no depth buffer or refraction. Without bumps it looked, in the best case, like metal. I'm thinking oblivion for example.

That's why a lot of times you see an incredibly rendered water and still feels incredibly off. A liquid can look a million different times, but if it's behaving like a sea, it and there is no sea, the only option is boiling. In any case, a brain punch haha

Replying to Avatar Yo Soy Freeman

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqgag5rxc9wnnevwgauet70f0ml6aeqef4l4s3yykj3y80da3wtgnqup6ses I would PERSONALLY focus on the depth perception (a small dark tint deeper in water), reflection/refraction and for the surface i would mostly add detail like little particles of impurities.

Water moving as a consequence of the player moving is ok, but the classic perlin texture is always going to feel weird if it's always on.

At the end of the day your game has it's own language. You can make them walk on it without noticing, use the shader sparingly in non important places...

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqgag5rxc9wnnevwgauet70f0ml6aeqef4l4s3yykj3y80da3wtgnqup6ses As any other game element you have to introduce the player to it in some way. If you are worried they may not think is water, you can make sure that, when that point comes, they are already familiar with it!

Replying to Avatar Rie

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpq4yqjkzqkgv4a27egvq5xmh2ravemytg9g5kldqeqfts92uvh90sqkdj2mx Yeah, I've been struggling to find information on how to make a small, still bodies of water look nice. Waves that actually move the vertices only really make sense for the ocean. Right now I fake small waves with animated nornal maps which makes some sense I think outdoors where there is wind. For my indoor water there shouldn't be any waves unless disturbed, but but without them playtesters don't seem to realize it's supposed to be water...

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqgag5rxc9wnnevwgauet70f0ml6aeqef4l4s3yykj3y80da3wtgnqup6ses I would PERSONALLY focus on the depth perception (a small dark tint deeper in water), reflection/refraction and for the surface i would mostly add detail like little particles of impurities.

Water moving as a consequence of the player moving is ok, but the classic perlin texture is always going to feel weird if it's always on.

At the end of the day your game has it's own language. You can make them walk on it without noticing, use the shader sparingly in non important places...

You really need to stop adding those waves to the water shader mate. It's a puddle. There are not waves in puddles.

Really, people spend eons tweaking the shader.

It's not the shader.

You can't make the surface of a small mass of water have irregularities and expect that my brain reads it as water.

Water behaves like... water. Surface tension and shit.

I LEAVE A COUPLE OF WEEKS AND YOU ALLOWED NEGATIONIST INTO MASTODON?

"Science? Actually no. And if so, just buy another house or whatever"

PEOPLE OF DIFFERENT PLACES ARE USED TO DIFFERENT CLIMATES. that's why people DIE Eluc.

Wtf

I seriously need this heatwave to stop. There is not even air moving.

Look, i am on this heatwave photo! I'm in the literal dark spot there

If you say to my face that poverty is a choice you are going to have a very different face afterwards.

Eat the rich!

Serious question, what is the minimum viable IDE that you would recommend to a minimalist person?