New release: 0.1.7 pre-alpha, an HTML5 version and a personal unfa update
Published on January 30, 2023 by unfa
New release brings some fun additions and hopefully performance improvements (less stuttering), but the new gibbing feature also... causes the game to crash a lot :D
https://codeberg.org/Liblast/Liblast/releases/tag/0.1.7_pre-alpha
Another exciting development is the game finally runs in the web browser. The support is highly experimental, and the web version is even less stable than the desktop releases, but everyone's welcome to try it out:
https://play.libla.st
There's some stability improvements, export presets and game build environment prepared in the git main branch - some of this doesn't affect the game itself, but the process of working on it. Godot also now features a Dedicated Server export feature that replaces textures with placeholders to save on storage and memory for headless game exports - this is also now prepared and ready to export and deploy if you follow the git `main` branch.
I've also added a script to update the HTML5 version online, though obviously it won't work for anybody who doesn't have credentials to do so. It's mostly for my own convenience and for other contributors who'd like to take care of the HTML version.
Godot 4 is nearing a Release Candidate so I guess a 4.0 "stable" release will probably follow within 60 days.
Liblast is proving that there's still a lot of nasty and evasive issues left in Godot (GPU crashes, game crashes, GDScript parser bugs in "haunted" repos etc.), but that's one of the project's goals: to provide serious testing of the engine in a complex project that reveals issues unseen in simple projects.
Huge thanks to Xantulon who has made the character model for Liblast and has produced even better one, but had to pause his involvement for now. His new rigged model is in the game repository waiting to be posed and places in the game. I'd love to experiment with ragdoll physics, since the model is fully rigged. Character animation is obviously something that's badly missing from Liblast, but the game is still fun without it, so even if animations are not there or very minimal - that's fine by me.
Big overdue thanks to DJM who's created the Plasma Gun model!
Also huge thanks to ecogex, who's working on a new, better logo for Liblast to replace my "placeholder". I find the creative collaboration with him a real pleasure.
On a personal note - after a year-long struggle I've decided to cease my work on "unfa" YouTube channel as it's become too much stress and I've found myself unable to provide what I've expected of myself in that project. I am very grateful to everyone who supported me throughout the years, and I am really happy and relieved that my decision was met with such warm reception and understanding from the community.
This means that Liblast becomes my main personal project now, though in practice it has been for a few months now anyway as I found it relaxing, while making videos has become hard and stressful work. I assume the influx of new donors here is a result of my public announcement - some people probably came to support my next venture.
Big thanks to all of you and I am hoping we'll have a 1.0 release of the game before the end of the year. We'll see how it goes. I get distracted by fun ideas all the time, but well - that's the nature of a passion project :)
Take care!
- unfa
https://codeberg.org/Liblast/Liblast/releases/tag/0.1.7_pre-alpha
Another exciting development is the game finally runs in the web browser. The support is highly experimental, and the web version is even less stable than the desktop releases, but everyone's welcome to try it out:
https://play.libla.st
There's some stability improvements, export presets and game build environment prepared in the git main branch - some of this doesn't affect the game itself, but the process of working on it. Godot also now features a Dedicated Server export feature that replaces textures with placeholders to save on storage and memory for headless game exports - this is also now prepared and ready to export and deploy if you follow the git `main` branch.
I've also added a script to update the HTML5 version online, though obviously it won't work for anybody who doesn't have credentials to do so. It's mostly for my own convenience and for other contributors who'd like to take care of the HTML version.
Godot 4 is nearing a Release Candidate so I guess a 4.0 "stable" release will probably follow within 60 days.
Liblast is proving that there's still a lot of nasty and evasive issues left in Godot (GPU crashes, game crashes, GDScript parser bugs in "haunted" repos etc.), but that's one of the project's goals: to provide serious testing of the engine in a complex project that reveals issues unseen in simple projects.
Huge thanks to Xantulon who has made the character model for Liblast and has produced even better one, but had to pause his involvement for now. His new rigged model is in the game repository waiting to be posed and places in the game. I'd love to experiment with ragdoll physics, since the model is fully rigged. Character animation is obviously something that's badly missing from Liblast, but the game is still fun without it, so even if animations are not there or very minimal - that's fine by me.
Big overdue thanks to DJM who's created the Plasma Gun model!
Also huge thanks to ecogex, who's working on a new, better logo for Liblast to replace my "placeholder". I find the creative collaboration with him a real pleasure.
On a personal note - after a year-long struggle I've decided to cease my work on "unfa" YouTube channel as it's become too much stress and I've found myself unable to provide what I've expected of myself in that project. I am very grateful to everyone who supported me throughout the years, and I am really happy and relieved that my decision was met with such warm reception and understanding from the community.
This means that Liblast becomes my main personal project now, though in practice it has been for a few months now anyway as I found it relaxing, while making videos has become hard and stressful work. I assume the influx of new donors here is a result of my public announcement - some people probably came to support my next venture.
Big thanks to all of you and I am hoping we'll have a 1.0 release of the game before the end of the year. We'll see how it goes. I get distracted by fun ideas all the time, but well - that's the nature of a passion project :)
Take care!
- unfa