
Mercurious Terminal
The Kingdom of Mercurious is at war and you wake up in a bunker with a security system and a terminal with maximum security clearance.

This project was made using Godot. Gnomon primarily trained me in Unreal but I always want to learn more tools. I was already familiar with Godot for programming personal projects but I had not attempted higher quality 3D with the engine. This project is my attempt to push my understanding of the Godot Engine.

Small but effective model kit. Greater focus on the bespoke interactive props.



The Terminal
The Props that the whole project was built around. It has a lot going on under the hood but to keep in simple its accessing a small list of articles. Matched by input an exact name. Then it builds out the article based on what info its given.
The Map
The map is a two part prop, flat map has small reference points that communicates to the viewer to display the right environment that's been selected. It then spawns the whole environment far off camera and places a camera to view it.
The Model Viewer
Simple and fun idea. In certain articles from the Terminal there are special links that pass on a mesh to the model viewer. It then does a small little animation and instances the mesh with a special hologram shader.

Visuals
Godot is a capable 3D engine but you have to work with it to make something special. I leveraged a lot of visual post processing to push the scene into a better visual direction. Two primary shaders were used. A post process and a pixelization shader. Both used in tandem to create a crunchy early 3D look that really brought together all the visual aspects.
Videogame Juice
"Juice" are those little touches that add to a game that might not necessarily be necessary for it to function. I put a couple things like that in here. Screen shake, light flicker, small detail particles, minor sound effects. There's a lot and it sometimes can't all be listed out without making this breakdown 20 minutes longer.



Before and After
It's fun to see how things looked in the early stages for projects that involve a lot of programming like this. Seeing how everything was there functionality but lacked the visual flare.



