Alpha 13 is out now!



This update of Blacktrace is a bit smaller. I've been trying to optimize the game further since the addition of particle affects and more objects have really impacted performance.  Since the groceries in the store scene are all the same model, I've used a MultiMesh to render these asset groups. That reduces the amount of draw calls but they can still be destroyed. 

The blood decals were looking a bit flat, so I made the shader calculate the normals from the screen texture. This makes the blood follow the cracks and crevices of the objects underneath it. The blood also stops rendering when surface is too steep. This fixes issues with the blood texture looking stretched.


I was inspired by a Tweet by Klemen to recreate a fire asset for Blacktrace. This shader uses a noise texture to create flames. Combined with some particles, sound effect, shifting light source and some static models I could create a barrel on fire. I'm quite pleased with the result.

Changes:

  • Moved from Godot 4.0.1 to 4.0.3.
  • Improved blood decals by using the normalmap of the objects under it.
  • Replaced alpha blending with dithering on the blood decal.
  • Added barrel on fire asset.
  • A lot more environmental assets added.
  • Enabled LOD generation on more meshes.
  • Groceries on the shelves are replaced with a MultiMesh Instance.
  • Added more Occlusion Culling blocks to all the levels.
  • Setting UI fades in and out based on the mouse position to preview settings.
  • Added a limit for simultaneous particles like gun smoke and blood cloud.
  • Made particles and lights hide when occluded.
  • A lot more smaller fixes.

Files

blacktrace-win.zip 574 MB
Version Alpha13 Jun 07, 2023
blacktrace-osx.zip 599 MB
Version Alpha13 Jun 07, 2023
blacktrace-linux.zip 575 MB
Version Alpha13 Jun 07, 2023

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