This is awesome! I'm really impressed with your level design, the footstep sounds, and how great moving around in first person is. I'm also working on a walking simulator game so this is super inspiring. Keep up the great work 😊
I know it may be beyond your scope but the splashing and sloshing sounds are not represented in the water's surface. There's no discernable displacement. Also the transition from wet to dry could use some dripping, soggy boots, squeaking type sounds.
The shader is actually from godotshaders.com, unfortunately I do not have a link right now. I also modified it a bit and will probably need to make more adjustments
@@ArcaneEnergy Ah ok, I must take a look. Really great work, you've captured that "liminal space" uneasy feeling. Kinda like a Kubrick movie. Very impressive.
Not sure what to make of it. The only setting that seems to have anything to do with TAA is rendering/scaling_3d/scale Is this the setting you are specifically looking for?
Looks like the best of Source and then some, incredible stuff. Thanks for showing us what Godot is capable of visually!
Glad you liked it!
This is awesome! I'm really impressed with your level design, the footstep sounds, and how great moving around in first person is. I'm also working on a walking simulator game so this is super inspiring. Keep up the great work 😊
Thanks, i appreciate it!
Looks like Godot is coming along rather nicely! Very impressive!!
I know it may be beyond your scope but the splashing and sloshing sounds are not represented in the water's surface. There's no discernable displacement. Also the transition from wet to dry could use some dripping, soggy boots, squeaking type sounds.
Yep, these are good ideas.
This is insane 😱😱😱
This looks great. Would love to see more of the back end of the development too. Im working on pool rooms game as well
So nice video, thank you for sharing!
backrooms vibes
Oh wow, I love that water shader. Amazing work. Is it surface only or have you added depth?
Currently only one-sided (for now)
@@ArcaneEnergy Is it sine waves or are you moving perlin noise over it or similar?
The shader is actually from godotshaders.com, unfortunately I do not have a link right now. I also modified it a bit and will probably need to make more adjustments
@@ArcaneEnergy Ah ok, I must take a look. Really great work, you've captured that "liminal space" uneasy feeling. Kinda like a Kubrick movie. Very impressive.
Thank you, really appreciate it 👍
Swimming pool vibes.
Did you use godot reverb areas or were these sounds already reverbed?
Also this video proofs that godot can look incredibly nice;
Thank you! I used an audio bus with a reverb effect. docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html#reverb
water looks really good
that water 😍😍😍
Wow, I too would like to do all this in Godot but I wouldn't even know how to start :')
mfw just chilling out in the backrooms
Can you please make a tutorial on how to make something like this:):))
Looking really good. In master there is TAA already. Try it with that
I will take a look
Not sure what to make of it. The only setting that seems to have anything to do with TAA is rendering/scaling_3d/scale
Is this the setting you are specifically looking for?
@@ArcaneEnergy Yes, If you compiled the master branch you will have TAA which will improve the antialiasing and the reflects
Interesting. Thanks for the insight. Though, I'll wait for a release version of Godot till then.