Winter has arrived in Godot.
This was the last big system in terms of porting. Now there are only relatively small features left and after these it's time to rebuild the maps.
While waiting for Unity's new policy updates, I did a quick FPS test today with
@godotengine
, which is a free and open-source game engine.
I was positively surprised how straightforward and easy the engine was to use.
Great job
@reduzio
and the Godot team!
#GodotEngine
Not the most important feature of the game, but the atmosphere matters too.
Public Demo 2 will have a few different instruments, custom songs and each instrument will have its own animation loop.
Audio by
@AkiKnaappila
Animation by
@BogsBarry
All weapon animations are now almost ready for the first Godot demo. Here's the latest with MP5.
Excellent job
@BogsBarry
The last port update will come next week and after that I will start polishing the demo for Steam with this new game engine.
A small announcement.
The project currently has a really good momentum in terms of development speed.
I decided that this month I will not spend time on video editing, so I can maintain this pace of progress.
The next update video will come at the end of January.
#roadtovostok
A game that takes place in a post-apocalyptic Finnish border zone definitely needs more Finnish weapons.
Currently working on RK 95 TP.
Animation by
@BogsBarry
This weekend I made completely new shaders for Godot's scope optics.
This first iteration is based on a really lightweight solution in terms of rendering performance and is quite modular to produce different scope effects.
Here is a short WIP video clip.
Here's a quick preview of the new modular arms. This new arm rig now supports the clothing system, meaning the arm textures change when your clothing changes.
Website 2.0 and Public Demo 2 Patch 1 are now available.
On the new website you will find patch notes, an updated roadmap, a contact / feedback form and much more.
Website link in profile.
AI pathfinding, movement blending, player detection and many other important features were ported to Godot this week.
The AI system was the last "scary" porting topic, the rest should be quite easy and quick to implement.
The Unity -> Godot porting adventure has started very smoothly and the first set of features were transferred and implemented today, such as:
- Custom keybinds (full control)
- Pause menu / demo settings
- Audio channeling
- Support for ultrawide monitors
- UI scaling
I started modifying the maps for Public Demo 2 this week.
One map (Shipyard) needed a completely new solution for water to work with this new engine.
Here's a small video clip of a water shader I made yesterday. It should be quite lightweight in terms of rendering performance.
Over the past few weeks, a lot of new FPS animations have been made for Public Demo 2.
Here's a little preview of the latest ones.
Animation by
@BogsBarry
Here's a small preview of variable optics (LPVO's).
There will be a few different types of these in the game and they will be extremely difficult to obtain.
The main focus will be on fairly simple gear and weapons, since the goal is not to make a tactical "operator simulator".
The first shelter for Public Demo 2 is now ready.
- 10 rooms and plenty of storage space
- Save system with file encryption
- 100% item placement freedom
- Test shooting range
The image also shows one of the new weapons and optics that will be available in Public Demo 2.
Interaction system, weapon manager, transition points, surface detection and support for pistols have now been added to Godot.
The video shows a short example of surface detection with bullet SFX and some new pistol animations.
The attachment system is now fully ported to Godot.
I tried to make the system really straightforward this time and I think it works pretty well now.
Here's a little preview.
After modeling interior props last week, I wanted to try something a little more exciting.
Here is one of the end-game weapons K416 Mod.2. I'll be showing some gameplay with this gun in an upcoming WIP-video.
#roadtovostok
The reconstruction of the Highway map is progressing well.
Tomorrow some more Highway details and then next week the rebuild target will be the first permadeath Radar map.
I'm currently working on the Village map expansion, along with other new maps.
I also decided to update the entire terrain system. This new terrain is much more realistic and water now supports swimming, diving and fishing.
A new dev video is coming at the end of the month.
About six months ago I started a thing called the Loot Challenge.
The purpose of this challenge was to make 100 custom items for the upcoming Public Demo 2.
This challenge has now been successfully completed.
Here's a small clip from the customized billboard and shadow faking system that I ported to Godot yesterday.
This solution plays a key role in optimizing dense forests and other possible large areas.
The test area shown in the video is 1x1km in size.
The process of rebuilding the Public Demo 2 maps has started quite smoothly.
I also added "faked" buoyancy simulation to the water system today. This makes certain elements of the map a bit more visually interesting and also makes aiming harder due to the unstable platforms.
The Christmas break is now over and as a final touch I added the necessary easter egg equipment to this upcoming Godot demo.
I will release this demo tomorrow if there aren't any last minute surprises :)
The final batch of new FPS animations are now ready for Public Demo 2. After this, there are now a total of 15 fully animated weapons.
Animation by
@BogsBarry
I'm not a big fan of real-time global illumination (GI) effects, but I might make an exception this time.
Godot's GI solution (SDFGI) seems quite stable and the impact on performance isn't too bad either.
The last devlog (shelter system) caused great concern among viewers because one thing seemed to break the immersion.
The shower drain was missing.
Your concerns have now been addressed. The development team wishes for immersive shower moments in Public Demo 2 :)
Godot Port Update
#10
post is now available.
The last 5% of the porting is only left and next week the preparations for the first public Godot demo will begin.
You can read the post on the Patreon page where the post is publicly visible to everyone.
The bug testing phase for Public Demo 1 V2 is progressing well.
I also finished all the current attachments (~20) and modified the shaders a bit, so now all weapon parts are visually more consistent.
Shipyard map is now rebuilt with this new engine.
Every week from now on, the goal is to get one map rebuilt towards Public Demo 2 until all demo maps are ready.
As part of Public Demo 2 and for the new upcoming website, Finnish concept artist
@LevaSoj
made a new updated brand image for the game.
A lot of interesting new content is also coming soon, such as a new devlog and the next lore video.
If all goes as planned, I'll be uploading the demo to Steam for review at the end of next week.
Here is a list of features that can be tested in the demo. I believe that these will give a first impression of the mechanics and an opportunity to give feedback.
#roadtovostok
Meet Guards.
The guards are a semi-military security force whose mission is to defend the border zone and prevent access to the game's Vostok permadeath area.
Coming in Public Demo 2.
Character by
@ZunaSW
The last 1% of porting is only left.
If everything goes according to plan, I will publish a short YouTube video next week. After this video, a new fully ported demo will be playable with this open-source game engine.
Have a great holiday, see you next week :)
Godot Port Update
#8
post is now available.
The magical 100% porting progression number is approaching slowly but surely.
You can read the post on the Patreon page where the post is publicly visible to everyone.
There are approximately 50,500 civil defence shelters in Finland. Most of these are private concrete shelters or joint bunkers designed for a larger population.
These civil defence shelters will play a central role in the game. More information coming in Public Demo 2.
All weapons for Public Demo 1 V2 are now fully updated and game-ready.
- New weapon sounds (+200 files)
- Weapon-specific reverb tails
- Improved recoil and handling
- Attachment system support
- Automatic icon generation
- Shader and texture fixes
- Arm-IK support
I just wanted to quickly mention that I'm really grateful for all the support so far.
At the end of this month there will be an opportunity to try the first free demo. It will be a small preview of the current mechanics and visuals.
Thank you!
Public Demo 2 (Patch 3) is now available.
This patch contains bug fixes, tooltip options, dynamic sky, new items and many other improvements.
Patch notes and download info on the website.
(Link in profile)
This patch is planned to be the final Public Demo 2 related patch. I
Godot Port Update
#9
post is now available.
A few more weeks of porting left and after this the project is back on track towards the next demos.
You can read the post on the Patreon page where the post is publicly visible to everyone.
Here's the first test weapon animation (WIP).
Designing an "indie-friendly" FPS animation system is quite a challenging and slow process, but it is starting to look quite promising.
Godot Port Update
#2
post is now available.
This series of posts will cover the porting process in a transparent and even slightly technical way.
You can read the post on the Patreon page where the post is publicly visible to everyone.
Meet Military.
Military is the defence forces of the Vostok permadeath zone, whose task is to destroy all persons who cross the border without permission.
Coming in Public Demo 2.
Character by
@ZunaSW
New features are coming fast, here's an example of the Task System that was implemented today.
Tasks are done through in-game traders and tasks are directly linked with trader levels. The lower levels are quite simple loot related tasks, but at higher levels things get much more
This project is based on real abandoned locations and once again it was time to visit a new location.
Over 2000 textures were taken from the abandoned school this week, which is an important part of one of the game's maps and story.
I'm currently preparing the final map for Public Demo 2 called Radar. This map will be the first permadeath map and important to the story of the game.
Speaking of story, the first lore-themed video is coming next week to Road to Vostok YouTube channel.
Public Demo 2 (Patch 3) is progressing well and will be released next week.
This patch includes for example:
- Dynamic sky (sun & moving clouds)
- Trading improvements
- 4 new attachments
- 4 new equipment
- 6 new consumables
- +20 bug fixes
This month has been perhaps the most productive month yet for this project.
Seasons (Winter)
Attachments
Arm-IK system
Canted aiming
Village expansion
Shipyard assets
Material presets
AKS-74u
+ much more
#roadtovostok
This week, the porting target is the attachment system.
Visual improvements have also been made to the weapon inspect mode and animations.
Animation by
@BogsBarry
A few more days to rebuild the Radar map and next week it's time to start testing the shelter system.
The timeline regarding the main gameplay loop demo (Q1/2024) looks pretty promising at the moment.
Lately I've been getting a lot of questions about what is Road to Vostok?
Here's a two-minute highlight reel from the project. If you have a friend who might like this type of game, feel free to tag them.
I also actively upload videos on YT:
The iconic Suomi KP/-31 submachine gun is finally coming to Road to Vostok.
Here's a small work-in-progress video clip.
Animation by
@BogsBarry
Audio by
@AkiKnaappila
Since most of the weapons got a little facelift for the upcoming Public Demo 1 v2, here are some close-ups.
The environment is not yet on the same visual level as these weapons, but that impalance will also be fixed in the future.
Two weeks of bug testing is now over, there are still some minor issues, but nothing major that would prevent testing.
The demo has now been uploaded to Steam and is currently in the review queue.
Have a nice weekend!
#roadtovostok
Here's one of the new weapons that were added to the game recently.
This weapon and 6 other new ones will be in Public Demo 2, bringing the total number of weapons to 25.
Item placement and weapon wall features are now working again with the new game engine.
With these features, shelter save/load system is now fully ready for Public Demo 2.
Dynamic arm textures have now been added to the game.
When you change your character's clothes through the inventory, the sleeves and gloves are now also updated in the FPS view.
In the next demo, there will be plenty of different clothing options available, including slightly
Public Demo 2 trader is patiently waiting for happy customers.
The bug fixing and testing phase is progressing well. Public Demo 2 is estimated to be released in 1-2 weeks.
Godot Port Update
#3
post is now available.
After this week, the porting process is also 1/4 complete and progress continues as planned.
You can read the post on the Patreon page where the post is publicly visible to everyone.
Public Demo 2 (Patch 2) will be released in a few days and will include much requested features such as:
- Input modes (Hold / toggle)
- Item actions (Context menus)
- Direct placement option
- Ammo unloading
- Ammo stacking
- +20 bug fixes
- and much more
Happy launch day!
@GrayZoneWarfare
&
@MADFINGERGames
FPS / Survival genre needs more transparent developers like them and I wish all the best for this project!
Anti-personnel landmines (APL) have now been added to the Border Zone.
These mines contain a seismic sensor and are activated if the player's footsteps are nearby.
In winter, these mines are quite easy to spot, but in summer the situation is a bit more challenging.
Public Demo 2 map rebuilding continues this week as well.
I also did some swimming and underwater mechanics last week, here's a little preview of those.
Godot Port Update
#6
post is now available.
After this week, the porting process is also 60% complete and progress continues as planned.
You can read the post on the Patreon page where the post is publicly visible to everyone.
Dev Build
#4
has now been distributed to all Patreon supporters. This gives an opportunity to test the updated recoil system, winter options and other new features.
A new devlog video is also coming this week, lots of new things to show.
Weapon UI stats are now activated for all weapons.
You can see the condition, weight, base damage and recoil parameters of each weapon.
In the future, these parameters will change dynamically through different attachment combinations.
A few more additions and I believe that all the necessary mechanics are ready for this demo. No WIP-video this month, but I'll do a little introduction video related to the demo.
#roadtovostok
Today's mail turned out to be more special than usual.
Road to Vostok was awarded Best Creative Achievement of the Year 2023 at the Finnish Game Awards. The award was related to successful port to the open-source
@godotengine
.
In addition to this, the project's YouTube channel
I've always been a fan of the Stalker games and liked their visual style.
I'm still kind of looking for a certain Road to Vostok style in terms of environments and graphics, but I think the Stalker inspiration is clearly visible, especially in this new Radar map.