Star Fatigue : Calerion [Dev Log 02]


Hello, and thank you for checking this post out. Since my last dev-log, I've started branching into shaders, volumetric fog, and asset modelling. I haven't opened up blender save for a few times trying to learn, and the assets I've made have been through Godot itself (each asset is modelled as an individual scene). The graphical direction I've chosen for SFC has helped in allowing me a slight grace with satisfaction towards the more (to my eye) dinky assets.


Latest Progress

As you can more than likely see, I learned how to work with volumetric fog (literally just pressing a button to enable it), as well as developing some skill on how to use shaders to implement the glass texture you can see on the right.


In this video, you can see a very rudimentary dialogue system (Using the dialogic plug-in for godot 4.2). I plan to implement a 'freeze' on the game when in dialogue, as currently you can move around and leave the 'observing' zone in which dialogue can be enabled. I've paired the dialogic plug-in with a state-chart, so that it can read an Area3D node and detect whether or not the player is in the radius to initiate dialogue. Fun stuff! I'm excited for the little tweaks that are left.


What's Next?

I'm going to spend the next development session or two fixing the dialogue to act in the way that fits best with SFC. After that, I'll be modelling a majority of the assets required for the remainder of the introduction scene. If that takes longer than I'd like, then I'll split off to work on GUI.

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