• 4 Posts
  • 20 Comments
Joined 2 years ago
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Cake day: June 11th, 2023

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  • That’s a good question and obviously the answer is “it depends”.

    The main point we need to clarify here is what are you trying to prevent? If you want to prevent the player from accessing inventory or levels that should be unlocked later in the game and the game is Singleplayer not competitive in any way… Maybe keep your game open to be modified? I think people can decide on their own how they want to play those games. See legendary Atari code for example. However encrypting config files that hold those data should be enough for such cases if you really want to prevent the player from doing this.

    If you want something like additional skins or bonus levels that can be unlocked for money encrypting files that control this in you game could be a start. But like you already said everything that is shipped to the user can be cracked and decompiled. So if you take this really serious you should maybe come up with a Server System that hold the information about what a player has unlocked and what not. But this would be quiet some work with running server cost etc. so unless you try to do the next Fortnite or Fallguys this is maybe overkill.

    Last of all if you worried about cheating in multiplayer like one player editing it’s healthy or position than encryption should not be the way to go instead you should definitely implemented a client server structur in which the server hold all the critical information about all clients and client are more or less “just” taking input from the player and sending it to the server.


  • All of what you showed as reference is a very surreal art style. I don’t think “just” creating some lightmap and turning on glow will do it here for you.

    It’s starts with a consistent and outstanding look of your 3D models. So using standard Asset packs will most probably not bring you the wanted results.

    Then I think the one magic trick you are not expecting is shaders. Especially the light part in it will most probably change the appeal of your scene a lot. Standard BSDF Shader (that is used by default for every 3D objects) is designed to replicate reality. However you don’t want to replicate reality, you want to replicate a painting.

    This video gives a great overview of what is possible when creating your own shader: https://youtu.be/jlKNOirh66E

    It uses Unity but at least in theory I think you should be able to recreate all of this in Godot.

    https://godotshaders.com/ holds some impressive shaders you can use and expand on.





  • So the point goes to unreal because it comes with a build in library of working copy/past examples?

    But still if you want to know what you’re doing (which would be required to be able to fine-tune, extent and debug) you need to invest more time so IDK if OP would get much benefits of using Unreal.

    A game like this can be done in every engine with similar effort I would say as long as you know what you’re doing.


  • Depends on what you call easy 😄

    It’s just my point of view that there is no such thing as “easy” if you do it for the first time. It’s always easy if you know now everything works. Don’t want you discouraged you.

    I think a project like this where you have a goal in mind and try to find out how to achieve it is much better to learn than following strictly a tutorial and just replicating it step by step.











  • I cannot explain the exact details but I remember during the first great Twitter exodus some people discovered a drawback in the ActivityPup protocol that seems to cause performance issues when very influencial users post on a small/under powered instance.

    Because communicating all that stuff to many other instances is more costly than spreading it only to people on the same instance. So technically speaking large instances have a performance advantage and must just scale accordingly to the user number.

    Everyone agreed that this need to change in oder to ensure a healthy federated ecosystem but I don’t think it was be fixed by now.