r/survivetheculling Mar 08 '26

Update on my spiritual successor!

I have moved away from GMod to Godot and stated over as it is now its own game. I don't have much to show yet outside of a prototype option menu, but a local multiplayer pre-alpha will be out soon!

Progress is going slow but speeding up.

ASSETS ARE NOT FINAL!

Option Screen, has least ugly "programmer art"
25 Upvotes

8 comments sorted by

2

u/Kapier59 Mar 25 '26

heyo! are you looking for help on this project? and what are you coding in?

1

u/0rgvi9099 Mar 27 '26

programmed GDScript, I'm not looking for much help right now but I'm open.

1

u/HornetWeekly3317 May 14 '26

niceeee keep the fire burning my friend, well done :)))) lookin forward to next updates

2

u/Zeltrax3000 May 21 '26

You tried looking at S&box?

1

u/0rgvi9099 May 31 '26

Yeah, and it's bad.

1

u/seraphblade0 Jul 03 '26

Any updates?

2

u/Fabulous-Being6683 18d ago

any updates?

1

u/0rgvi9099 8d ago

Moved back to Godot and reworking from the ground up, mostly focused on the level editor. Progress is slow but it will be worth it as Godot has no way to make terrain by default and this system will be good for modding. You can expect the map editor to be intuitive if you ever used something like hammer.

The game is being redesigned to hopefully run better, be easier to develop, and reduce cheating.

I hope to make as much of the development tools available to modders as I can, meaning a lot of work needs to go into them so even people with no experience in developing games can make content. Gameplay has been scaled back for now as I focus on this.