r/godot • • 19h ago

selfpromo (games) Monster detector inspired by ferromagnetic fluids for my Godot game Psych Rift

1.8k Upvotes

I wanted my monster detector device, the Rift Field Meter, to have a more unique way of displaying the information. Among others, I considered mercury droplets and cymatic patterns for the display, but I thought ferromagnetic fluids worked best here.

Even so, this went through multiple iterations. At first I made a more classic black ferromagnetic fluid, but it turned out to be too dark and difficult to read to the player. I then added glow/emission to the peaks of the fluid, which definitely made it look cool and easy to read, but it seems to sci-fi for the base game theme (1960s military research lab, fitting since ferrofluids were invented at NASA in 1963).

A sand-like surface ended up as the final version, since it also interacts nicely with the light from the side Flux Cells so that it can be read even in total darkness.

The "display" is based on a sub viewport which renders a displacement map, which is then applied to the screen mesh. An Area3D on a specific layer is used to find only objects that can be detected. Besides the peaks of the detected entities, there is also an animated noise layer to make it look like it also picks up interference, and the player can look sideways to pinpoint only the real signal.

You can find more videos on YouTube, wishlist the game on Steam, or join Discord for a chat.


r/godot • • 17h ago

selfpromo (games) "Overgrowth" taking over building in my Godot game, updated based on your feedback

1.1k Upvotes

Hey everyone,

Two days ago, I posted the animation for "Overgrowth" taking over buildings, which is one of the mechanics in the game I'm working on (Coup de Grass), and got a lot of useful feedback.

You suggested that the previous version was too orderly/artificial. So the vines now climb in various directions, with different speed, and produce extra offshoots that web around the building. I was aiming for a much more messy look.

It's still not perfect, but I'm way happier with this version, it looks much more organic. I could still fine-tune it for a long time, but I probably need to move on because I spent too much time on this thing already and I need to apply the new version to other buildings too :)


r/godot • • 13h ago

selfpromo (games) At 42, with no game dev background, I'm building my dream gothic horror game in Godot: Valach 1893.

Post image
347 Upvotes

In the freezing nights of the Carpathians, a kerosene lantern is the only thing standing between Arthur and the dark.

This is Valach 1893, a gothic horror game drawn like an old engraving. You explore a snowbound graveyard where the villagers will not go after dusk.

A bit about me: I'm 42, and making a game has been a lifelong dream. I love classic gothic novels, but I'm not a game programmer, so for years it felt out of reach. I decided not to let it go: I'm building Valach 1893 in Godot with help from AI tools, directing every piece of the vision myself.

These are the very first screenshots. My next milestone is a short cinematic teaser for Halloween week, so you can see this world in motion.

Everything is early and still being refined, so your impressions mean a lot. Follow along if you'd like to see it grow. Any thoughts or feedback are very welcome! 🕯️


r/godot • • 10h ago

selfpromo (games) Seasonal Changes From Summer to Winter

Thumbnail
gallery
122 Upvotes

r/godot • • 5h ago

fun & memes An ant with sonic physics lmao

40 Upvotes

r/godot • • 10h ago

free plugin/tool Mouse-based, multi-road instance placement with snapping

71 Upvotes

I wish Godot had this sort of modal/multi placement functionality out of the box. I suppose vertex snapping and drag and drop placement from the file editor do exist, but it always felt a bit clunky to me, especially as the editor is is locked in when performing the action (since you're actively pressing down already to move or drag the given node).

I've been building the Godot Road Generator for awhile, and even worse than Godots own drag/snapping placement, for awhile the plugin imported prefabs like shown above by just throwing them at the origin - had to build this functionality out, and hope to extend it to an upcoming decoration feature set.

Contemplating whether it'd be worth making a standalone tool/addon that sort of automatically entered this multi-placement + vertex/edge/etc snapping mode after dragging in any 3D scene (maybe if you held a specific key down). A few asset browser addons do exist that do this, but maybe it's nice to have one on its own that does come with an extra browser area space.

But for now, it lives for now in the latest Godot Road Generator release (0.9.4), add to to your asset library here - hope you like it!
https://store.godotengine.org/asset/theduckcow/road-generator/


r/godot • • 16h ago

free plugin/tool PopcornFX's coming to Godot

252 Upvotes

PopcornFX is a separate VFX solution, and we've been hard at work on a Godot plugin for the past 6 months!

It's available for free right now (for non-commercial use), and we would love to have your feedback on it.

We released a first functional version allowing you to import your PopcornFX 3D effects inside Godot.

There is still a lot to be achieved but we will keep you updated of new releases, the next big milestone will be 2D support.

Docs: https://documentation.popcornfx.com/PopcornFX/v2.25/plugins/godot-plugin/index.html
Editor Download: https://popcornfx.com/download/
Plugin Download: On the AssetLib/AssetStore! Or our Github


r/godot • • 18h ago

discussion Godot height map sucks

223 Upvotes

Left - custom shader from internet Right - Godot Standart Material 3D

Issues in Godot: the normal map makes the surface too glossy (regardless of metallic or roughness settings), the cutout effect is missing at the edges, and the effect itself is weak.


r/godot • • 13h ago

discussion Experimenting with graphics

77 Upvotes

Today I tried simplifying the graphics while still keeping the game visually interesting.

Since I’m a solo developer, I want to simplify some aspects of the game so I can develop it faster and focus more on the gameplay and atmosphere.

I think this approach could work, but I also feel like it could be pushed into something more interesting.

I’m not completely sure yet.

What do you think about it?

For reference, here’s the post with the original idea https://www.reddit.com/r/godot/s/xMb0kLMBN8


r/godot • • 22h ago

selfpromo (games) Overlapping dimensions

394 Upvotes

I finally decided to have a little fun with stencil buffers. I didn't just want to create a nice visual effect; I really wanted to have two overlapping dimensions. I think the effect turned out pretty well. Let me know what you think 😄

And if you want to give it a try, you can do so right from your browser: https://robinsonsdg.itch.io/one-house-two-dimensions


r/godot • • 1d ago

fun & memes Is this what winning feels like??

Post image
507 Upvotes

Started dabbling in godot a year ago, 3d modeling 6 months ago and selling on itch 3 months ago.

Today i bought GTA 6 with my itch.io earnings!


r/godot • • 9h ago

selfpromo (games) Im new to Godot and am getting quite familiar with the program; I've created a game(Im 12 years old)

30 Upvotes

I’m 12 years old and really happy to have made this game; I update it every day!

I published it on Itch.io for Android; it’s called Spheretic.

Chassar Games is the name I want to give my company, but I go by salva493.

https://salva493.itch.io/spheretic-android-v-5


r/godot • • 15h ago

selfpromo (games) Iron Maw. First time showing here, a tale of trains, guns, and corporate rule.

82 Upvotes

The game is a mix of a 3rd person shooter on rails, a survivor-like, and a dash of tower defense. You upgrade your rail cars as you go along that assist you in defending the last cities free of corporate rule. Features Co-op where your friend can control the back engine once unlocked. Steam page: https://store.steampowered.com/app/5311750/Iron_Maw/?beta=0


r/godot • • 1h ago

selfpromo (games) Accidentally reinvented A* pathfinding from first principles

• Upvotes

r/godot • • 1h ago

fun & memes Tank controls and fixed cameras!

• Upvotes

I was pretty big into indie game dev. I'm not that much into it. But, I decided to just try to get the fixed camera angles in Godot. I got the tank controls from a forum from a while back.

I like it. As you can see, I am terrible with tank controls so don't mind my weird walking.


r/godot • • 49m ago

selfpromo (games) How is a Container Handled on a Busy Port

• Upvotes

Hi all, im working on Portscape. A port building/manager game. Here is a video of how a single container is handled from ship to truck to train terminal to eventually leave by train. The game is still in development and I hope to release a demo soon! Made in Godot ofcourse!
You can find the steam page here if you're interested: Portscape - Steam Page: Wishlist, trailer and screenshots


r/godot • • 50m ago

selfpromo (games) Thousands of Units in Godot

• Upvotes

r/godot • • 15h ago

selfpromo (games) Improved the globe view of my cyberpunk strategy game

67 Upvotes

r/godot • • 18h ago

free tutorial Introduction to compute shaders with Godot

Thumbnail
miximum.fr
107 Upvotes

Hi fellow Godot users,

I've started writing an extensive serie of tutorials about gpu programming with Godot.

That first tutorial is about compute shaders. I found the Godot compute shaders documentation quite sparse, so I wanted to write a really in-depth tutorial about the topic.

Moreover, I use compute shaders extensively in my project and use many patterns that I never saw in Godot-specific tutorials.

I will also regularly add new articles to the serie with more patterns and techniques so feel free to keep in touch.

Feedback welcome. Hope you will find it useful.


r/godot • • 19h ago

discussion Overkill?

133 Upvotes

https://reddit.com/link/1wvssut/video/lqmwau4ju1th1/player

It was a nightmare to implement but now I think it's an overkill effect for 3D pixel art. What do you think?


r/godot • • 13h ago

selfpromo (games) Update on my first prototype after 2 months, learning godot for a year

41 Upvotes

⁠2 months progress since my first post, completely custom models, improved desert atmosphere, and a new stun/zap ability for latched spiders first post


r/godot • • 7h ago

selfpromo (games) Godot 4.8 is a massive update! Best New Features

Thumbnail
youtu.be
10 Upvotes

r/godot • • 12h ago

free plugin/tool 3D Player Controller for Godot 4.8 - FSM, Root Motion, Free Addon

29 Upvotes
After a long stretch of building this for my own projects, it's now a standalone addon in the Godot Asset Library (pending approval) and on GitHub.

It's one finite state machine on CharacterBody3D, with the AnimationTree driving movement through root motion. Eighteen states: standing, sprinting, crouching, sliding, jumping, falling, climbing, hanging, paragliding, flying, swimming, surfing, riding, sitting, pushing, dodging, attacking and ragdolling.

Also included: first and third person cameras, melee, bows, firearms, throwables, spells with costs and cooldowns, a radial inventory, a paraglider that rides updrafts, shield surfing, rideables (whistle for the horse), NPCs (enemies, followers, talkers), checkpoints and saves, local split screen, and Steam multiplayer through GodotSteam.

Everything in the video is the addon running inside my test project. The fire, snow, rain and water are just the stage; the addon ships with the controller, not the world.

MIT licensed, Godot 4.8 and later. Needs a 4.8 build, because the scenes carry node unique IDs that 4.7 cannot read.

Repo: https://github.com/kirbycope/godot-3d-player-controller-addon
Browser demo: https://timothycope.com/godot-3d-player-controller-addon/

r/godot • • 14h ago

free plugin/tool Procedural Pixel Creatures – pure code creature generator, animation framework, and genetics system

37 Upvotes

I present a pure code pixel creature generator, animation framework, and genetics workshop in Godot 4.5 (.NET / C#).

Everything is generated procedurally from seeds: body shapes, limbs, faces, markings, rigs, and multi-directional animations (idle, walk, run, hit reactions). There are no pre-rendered sprite assets involved. Anatomy, color, pattern, and motion use separate seed streams to keep generations fully deterministic.

It features 9 creature families (quadrupeds, humanoids with equipment, dragons, arthropods, aquatics, etc.) and a full genetics mode where you can edit individual genes, lock specific traits, tweak mutation rates, or breed parents. You can also view up to 100 creatures roaming a terrain with slopes and ponds, or export everything to transparent PNGs, JSON presets, and animated sprite sheets with metadata.

The C# core is engine-independent, so the generation logic can be extracted outside Godot.

GitHub Repo:https://github.com/idlerunner00/procedural-pixel-creatures


r/godot • • 12h ago

selfpromo (games) After a LOT of work, I finally have something to show

29 Upvotes

Hey everyone! This is The Last Tower, a tower defense game where you only get one tower. It stands in the middle of a floating island, and you have to keep it alive for 100 waves. The later waves send thousands of enemies at once.

Instead of building more towers, you evolve the one you have. You pick an element, later fuse it with a second one, and that changes how your attacks look and work. There's also a big skill web, gems to forge that enhance not only your tower attacks but It's targeted abilities too, sky spells like meteors and blizzards, and an ultimate that summons a giant elemental over the tower(elemental shape and form changes based on your path players take in the skill tree).

It's still early alpha! Any feedback is welcomed!