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A 3D scene made with Godot, inspired by Boku no Natsuyasumi 2.

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Project Summer Island

Project Summer Island (PSI) is a small 3D scene made with Godot Engine. It is a re-creation of and fan work based on a scene from 2002 game Boku no Natsuyasumi 2.

💾 Downloads | 📺 Tour video on YouTube | 🖼️ Screenshots

Although you can move around the scene and there are some interactive elements (plus a little puzzle-ish thing or two) this is a non-game scene. You can see controls in the initial screen and you can always bring up the control help with F1 key. You can take screenshots with F12 key, and they will be saved to Godot Engine's user folder. (Windows for example, C:\Users\<username>\AppData\Roaming\Godot\app_userdata\Project Summer Island)

This is my first 3D scene! It's my baby steps into 3D content creation, a learning project. You get the idea. It's fairly unoptimized and, I think, inefficient, as you may can tell from the long loading time and performace.

System requirements? With my low-end GPU (GTX 1050Ti), and at 720p, it generally runs at over 40 fps (50 to 60 at less busy view, 30 something at the busiest view). As I said this is pretty unpotimized scene, if your system is weaker than mine this scene may give your system a hard time. So be aware.

This source release is definitley NOT intended as a good example of 3D scene in Godot or pre-made assets. Of course you can use assets and code here as per the license if you know what you're doing or don't mind. Also be aware that the tool scripts (like MergeToMultiMesh) I made for this project are for quick and specific tasks and may not be suitable for a general use. I only release this scene so someone can poke around it and see if they can learn anything even from my mistakes. (Also I'd appreciate some advices too ;))

Also see the issue board for known issues.

Tools Used

  • I used Trenchbroom, a Quake map editor, and Qodot, the Quake map importer for Godot, for building the base structure of the house and geometries around it.
  • I started to learn Blender for making smaller and more complex props.
  • Material Maker for creating and generating textures and materials.
  • Materialize for generating materials from images.

In-editor

Some thoughts

  • Performance: I think the majority of performace cost (and load times) came from me abusing GIProbes (the main one uses 256 subdiv) and ReflectionProbes in a rather small area, god rays shader, and probably little objects with unnecessary transparency. And since current version of Godot does not do occlusion-based culling and I did not implemented any custom culling method here, the performance likely will hit hardest when you look at objects in the house and mountains side at the same time, and even more at higher resolution. I'd probably not abuse the probes like this in the actual game project.
  • Why Qodot?: Since I (unsuccessfully) did some Quake mapping and I am more familiar with Trenchbroom than Blender, as soon as I see Qodot is released, I started tinker with 3D part of Godot (I used to tinker with 2D part almost exclusively), and started this project to learn the ropes of 3D content creation. Qodot made me realize that 3D development is not as scary as it seemed.
  • Is Qodot suitable for making this kind of scene?: Maybe not? Likely not if you exclusively use brush-based geometry. But even for games with higher details, I imagine you could make use of its general level design features and workflow, mixing assets made by other software and brush geometry, like many Source engine games did.
  • Inconsistency in texel and vertex density: This is partly due to initial art decision (pixel-y aesthetics) I've deviated from after some time. So most of the assets are low-res (256*256) and low-poly but as I learn more of Blender I started to add more details, made some high"er"-res and high"er"-poly assets. This is also partly due to that this scene is for the show and learning than an actual game. You can see I added fairly unecessary details to areas barely visible from the house.

Dependency

Godot version

This project is made with Godot Engine 3.2.1.

Plugins Used

Plugins are now included in this repositary. Since I did some modifications to Qodot plugin and overwrote its default FGD file, this removes some complications.

License

My original creations are licensed under MIT License. HOWEVER as this is a re-creation of a scene from a commerical game, there are important caveats. Please refer to License file.

Credits

This scene is made by me, SunkPer. ☀️ You can follow me on Twitter.

As a learning project I tried to make most of the assets myself, but there are some things that are out of my capabilities and used other people's work. (Notably characrer models and shaders.) Also some elements are included because I thought it would be cool 😎 See credits page for details.

Special Thanks

  • Shifty for Qodot, and with it, making me less nervous about 3D development.
  • Yo soy Freeman for giving me advices with beta-ish versions.

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A 3D scene made with Godot, inspired by Boku no Natsuyasumi 2.

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