Development Log 25
[previewyoutube][/previewyoutube]
Long time no see! This chapter of the Development Log is about the Menu and Settings. The settings include Graphics, Audio, and Controls settings (Gameplay Settings are in development).
[h3]Graphics Settings:[/h3]
[h3]Audio Settings:[/h3]
[h3]Controls Settings:[/h3]
[h3]Gameplay Settings (Still in development)[/h3]
[h3]Loading Screen[/h3]
I also remade all the boring loading screens with a progress bar, featuring a kind of zoom out effect and loading map clusters. When the map finishes loading, the camera will zoom in at the end.
[h3]Off-Topic Info:[/h3]
I've never posted the progress since I decided to switch to the Godot Engine and had to relearn all the knowledge to make progress on the project. After some time, I finally made some progress, so I wanted to share some info about it.
It looks like the Godot Engine is good for my project so far, in terms of performance and ease of use. Even though some functions are missing, such as Grid Placement, I have to create the plugin myself to achieve these kinds of map creation tasks, just like I did in the Unity Engine.
I've tried pushing the map size to 90x90 tiles so far, and the project still runs fine on the GTX1050 Ti.
Long time no see! This chapter of the Development Log is about the Menu and Settings. The settings include Graphics, Audio, and Controls settings (Gameplay Settings are in development).
[h3]Graphics Settings:[/h3]
- Display Output: Useful for switching monitors (in case you have more than one monitor).
- Screen Mode: Includes Fullscreen, Windowed Borderless, and Windowed (which can change the resolution).
- V-Sync: Vertical Sync for anyone experiencing screen tearing while playing the game.
- Show FPS: Displays the FPS number at the top right of the screen.
- Upscaling (FSR): Upscaling Method for low-end PCs to lower resolution while playing.
- Shadow: Shadow settings and can also be completely turned off.
- Environment: Environment settings and can also be completely turned off (Including Grass, Rocks, and any kind of environment that does not affect gameplay, excluding Trees and Walls).
- Fog: Fog settings and can also be completely turned off, including Scene Fog and Volumetric Fog.
- Level of Detail: Level of Detail (LOD) can also be completely turned off to have only the lowest LOD all the time. This will be useful for low-end PCs.
[h3]Audio Settings:[/h3]
- Audio Output: Choose output for your audio (in case you have more than one).
- Master, Music, Ambient, and Effect Volumes: Adjust the volume with a slider or input the number yourself.
[h3]Controls Settings:[/h3]
- Keybind Mapping: Keybind mapping for anyone who wants to change the controls to fit themselves.
[h3]Gameplay Settings (Still in development)[/h3]
[h3]Loading Screen[/h3]
I also remade all the boring loading screens with a progress bar, featuring a kind of zoom out effect and loading map clusters. When the map finishes loading, the camera will zoom in at the end.
[h3]Off-Topic Info:[/h3]
I've never posted the progress since I decided to switch to the Godot Engine and had to relearn all the knowledge to make progress on the project. After some time, I finally made some progress, so I wanted to share some info about it.
It looks like the Godot Engine is good for my project so far, in terms of performance and ease of use. Even though some functions are missing, such as Grid Placement, I have to create the plugin myself to achieve these kinds of map creation tasks, just like I did in the Unity Engine.
I've tried pushing the map size to 90x90 tiles so far, and the project still runs fine on the GTX1050 Ti.