18 year old developer based in Mumbai India.
Neon white was super fun, still working in 100% for the good ending.
Good to know! I will look further into when I have the time.
New pathfinding system, I use a procederul map in my dungeon crawler and previously needed to use AStar3D which was clunky, since old path finding didn’t support building during gameplay. Now it does in addition to active object avoidance which is awesome, there are still a few big issues like not being able to set an avoidance radius per object it’s per zone (meaning you can’t have big and small objects pathfind in the same zones easily without colliding into walls or having to be extremely far from them)
Very cool! Debating on remaking some heartbeast tutorials for Godot 4 (specifically the prodcederul tile generation with a walker and tilemap to 3d level + optimizations). Curious if people would be interested in that or not though, thoughts?
Depends where, sky islands / the majority of the map runs locked 30fps (ignoring sharer compilation), but bigger towns like gerudo drops it to mid 20s, and the lightning boss dropped it to low 20s. Still playable but not a great experience in those instances.
Recently just finished the base difficulty story mode of Furi (amazing game highly recommended) and the lightning boss in Zelda tears of the kingdom.
It seems op wants to have areas that can’t be reached not have colliders for performance, but still wants his bullets to be able to register hitting them for placing a decal on the collision.