Updates - mostly visuals


TLDR: Added a small quest, other updates are mostly visuals which broke the ability to make a working web version

Detailed:

  1. Remodelled the 'sweetometer'. Still looks boring, but at least not entirely raw.
  2. Created a donut after watching blender guru donut tutorial However, the version I've added to the game is immensely worse. Baking an asset for a game is not straightforward  (and not covered in this tutorial), and my result is less than good. Probably I made it too low-poly.

    At least I can duplicate it a couple of times without killing the performance. The central 'donut' is my original donut version made out of godot CSG torus with a basic texture (it took probably more than 100 times less time to make it)

    You can collect these new donuts, but they still don't have any in-game use. 
  3. Added settings, mainly for sounds. I suspect most of the players have low system sound because the majority of games try to explode your ears.

    Did it' incorrectly' because my sound assets are quiet (and incorrect part is that in theory you shouldn't amplify sounds, they will get distorted). Godot docs say to slide sounds from -60dB to 0dB, mine are something else. Splitted the sounds to several buses to enable tuning them separately. Godot doesn't have document export hint for sound bus (but it should be there because editor has such feature?).

  4.  - Added gummy worms.
     
    They should represent the source of rope-y material for ziplines (as originally intended).
    Implemented with blend shapes after watching youtube videos showing earthworm movement (my animation still looks fake).
    Godot gives more and more disappointments. Blend shapes are buggy with normal/displacement maps, they even crash my video drivers. Created an issue on Godot's github.  And this feature isn't supported in gles2 which is needed for web export.  
     - Set the zipline texture to worm texture. Since changing UV mapping for CSG is not supported, I had to create a simple shader to derive UV from tangent vector and world coordinates to  orient  and stretch the texture correctly. Still looks glitchy, but i guess it's 'fine'.    - Added a small extra quest to collect gummy worms and repair the final zip line.
       
    5. Fixed some bugs (these are forgotten), added some more bugs (these are unknown)

Other notes:

  • Tried to export gles3 to web with the precompiling shaders trick. It worked to some extent. However that 'solves' only the issue of user not having feedback for minutes while webgl is compiling the shaders. Unfortunately, the resulting build still has half of materials rendered totally black when worms are in the camera view, and the performance is really bad, and loading is still slow, and gles2 build doesn't render worms at all, but still lags insanely, so no web build.  And it won't be fixed in the foreseeable future since Godot devs are busy with Vulkan, and it seems that they have an opinion that  webgl2 has too many bugs and nobody uses 3d for web anyways.
  • Tried unofficial godot 4  latest build in hope that it will solve some issues. It converted all the scenes and project to a new format, but then refused to compile scripts, displaying some error about  'yield' being an unknown thing. I had to manually revert the format because I hadn't made a backup.
  • Finally added the project to the source control since situations like the previous one are evil.
  • After all my troubles with gummy worms, I tried to do the same in unity and do a web export. And it worked fine. 
  • Seems that firefox works better with webgl than chrome does, at least with godot gles2 export.
  • It's so easy to mess up the devlog post with itch.io editor, luckily we can directly edit html

Files

HyperglycemicNightmare-win.zip 23 MB
Oct 18, 2020
HyperglycemicNightmare-mac.zip 25 MB
Oct 18, 2020
HyperglycemicNightmare-lin.zip 24 MB
Oct 18, 2020
htdocs.zip Play in browser
Oct 18, 2020

Get Hyperglycemic Nightmare

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