Recent submissions

Comment · 4 years ago
Hi! I'm the lead of the Liblast project :)

We're very happy that our game was hilighted in this community, and we've seen lots of new people trying out the game, getting in touch, asking how they can contribute - that's awesome.

Thank you :)

If you're interested in what the game is about and why should you care about yet another open-source multiplayer FPS, this video I made should answer that question for you: https://youtu.be/JAQH2AVvKhU

The game is quite limited still, but we've got a small team and just today we've had another team meeting and we've just started working in 2-week sprints. If anyone's interested in contributing - here's a public channel on my Rocket.Chat server where you can reach out: https://chat.unfa.xyz/channel/liblast

Note that the server is mostly about open-source audio production as that's what my primary YouTube channel is about :)

Thanks!

Comment · 4 years ago
Comment · 4 years ago
Comment · 4 years ago
Hi! I'm a lead of the Liblast project :)

We're licensed under AGPL + CC-BY-SA in order to ensure the game cannot be hijacked and rebranded, but also to make sure it will stay open-source (including any server-side software) in case whoever wants to fork it.

The game may possibly become a template/baseline for other games to be made based on it in the future, as there's a lot of common features need for multiplayer FPS games, and re-implementing all of them every time you have a cool idea is kinda silly. So we hope a lot of indie game devs will want to fork our project and have some fun with it.

Though we still have a long road in front of us - there's a lot that needs to be done! If you'd like to be a part of this project - we're looking for contributors, especially GDScript programmers :)

Comment · 4 years ago
Hi! I'm the Liblast project lead :)

We've have been bundling Godot binaries, but that's already been cleaned up. We're hosting the currently used builds on a VPS now, you can get the current one by running the `download.sh` script in `Godot` subfolder in the repo. This lets the Liblast team easily update the editor and stay in sync.

Unless you're talking about something different? :)

Comment · 4 years ago
Comment · 4 years ago
Hi! I'm the Liblast project lead :)

Most of the team members work on Linux - the Vulkan renderer has quite a lot of bugs, so on some systems it may not work as intended still.

Comment · 4 years ago
Godot 4 brings a lot of revolutionary changes. Apart from simple things like Copy/Paste for nodes in the editor between scenes and being able to have multiple windows, there's big stuff like: - the Vulkan renderer being able to scale up much more than OpenGL - Automatic LOD system that generates and automaticlaly uses decimated models to remove unnecessary geometry detail at distance - Occlusion culling, doing what BSP room culling in Godot 3 does only better and with less manual work involved (Liblast is using that to separate rooms) - also being suitable for outdoor environments - Fully real-time global illumination with SDFGI + physically-based sky texture = easy day cycle with fully dynamic indirect lighting - Volumetric fog + fog volumes that can be controlled with custom shaders - Much more powerful GPU-accelerated Particles with collision and forcefields - Fully dynamic shader-based projection decals allowing for detailing the world or adding dynamic destruction marks in the world - Overhauled networking with a new Scene Replication function, making multiplayer development even higher level in Godot 4 (we still need to update to use that one) - countless more improvements

The downsides are bugs, crashes and the fact that things still change a lot so sometimes we need to update our code to the new GDScript syntax etc :)

Comment · 4 years ago
Comment · 4 years ago

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