Now let's bake bread :D
@paragrimm
Godot GameDev in der Freizeit; beruflich Angular Frontend Entwickler ➡️ https://avoidshaper.de - mein erstes Spielchen ➡️ https://paragrimm.stream - meine Online-Präsenz ➡️ https://godot-kurs.de - Godot/GameDev Lernmaterialien :)
Now let's bake bread :D
Arx Fatalis Inventory! I love it! Great idea with the item knowledge system aswell :)! I really like stuff like that :D
If someone wants to contribute, registering on a new platform should not be the show stopper. But tbh, it will probably just shift the problem to the new platform. I'd generally prefer it to not use GitHub anymore though, as Copilot does make it extremely easy to contribute slop.
Die Kritik an #Discord wird scheinbar immer größer. Gibt es bereits auf anderen Plattformen eine geeignete #Godot #Community oder das Interesse an einer? Ich bin auf #fluxer #root und #roomy gestoßen und denke, dass alle vielversprechend aussehen. Gibt es Meinungen dazu?
Here you can see GDKata in action :) I think it turned out quite nice #godot #kata #learnprogramming #coding #gdscript
github.com/Paragrimm/GD...
Since nobody cared: I polished it a bit and made it open source. I think it's a nice resource to #learn #godot and #gdscript via code #kata. Feel free to add further Katas :). Also make sure to read the disclaimer as I've used AI for the finishing touch to save time.
I'm working on a small #godot addon where you can learn #gdscript by solving #coding #katas. They are currently in german, but as each kata is just a #json, it's easy to add some in other languages aswell :). I'll also update the theme to fit 4.6 better! Is anyone interested in this?
Ich habe mal etwas zum Thema "Atomic #Design" und #Godot verfasst: godot-kurs.de/atomic-desig...
Teilt gerne mal eure Meinung mit mir :). Wie setzt ihr euer #UI in euren #Spielprojekten um?
#gamedev #godot4 #godotengine #learning #gdscript
It's getting playable :)! A small example #visualnovel with some hotspots, overlays (of which some have a parallax effect), requirements and effects (interact with crystals before you can proceed to the last screen) and a #Dialogic integration so you can use the tools you already know :D!
Interactive #Godot tween guide. If you need help with tweens, transitions or adding juice, it’s all here.
qaqelol.itch.io/tweens
#gamedev #indiedev
How do you clean this up? If you're holding RefCounteds in an array, you might get invalid instances if an Enemy dies or something, so you have to manually cleanup your Entities (it should be `Enemies`, though, right? Because you'd have the negative again if not).
Still working on my #Godot based #Adventure #Engine. I've refactored a lot of the #graph and now I'm able to define a default transition and it's easy to manage circles :) I've also made some small steps regarding the scaling of #hotspots. It feels kind of nice already :)
Some progress regarding my #Adventure #Engine based on #Godot :) I'm now able to define #Hotspots for a location and even assign a cursor texture in a nice preview :D. What do you think? The #Hotspot Inspector is the next step, so the user can define what happens if you click on a hotspot :).
Working on #ANgin (an "Adventure Engine" based on #Godot ) live on #Twitch
I'm mostly speaking #german though, but feel free to say hello :)
www.twitch.tv/paragrimm
Customized Godot Engine UI. On the left side is the "ANginProjects" dock where you can see a tree structure that represents each node that are organized in some categories ("Locations" in this case). The main screen is a graph whre you can see 3 GraphNodes, 2 of them are First Person Nodes and one is for Visual Novels. The difference is that the First Person Nodes have 4 pictures (one for each 90° direction), whereas the visual novel node only has one picture. On the right side is the "ANginGraphInspector" dock where you can see a table with all available Node Types.
I'm still working on the "Adventure Engine" as #Godot #Addon :). I'll probably call it #ANgin
The overall structure has been refactored several times, but now I'm quite happy and it's extensible. Next features: #Hotspots :D
This is really neat :) will you open source it ?
Thanks for your reply :) I primarily use Discord, Bluesky and Mastodon :D I try to avoid social media platforms for the most part haha. I'm not sure if it's possible to enable the chat function here on Bluesky for specific people maybe 🤔?
#Cursor Configuration per #Hotspot in my #Editor for #AdventureGames made with #Godot :)
Btw. check out "A Simple Job" :) it's free! store.steampowered.com/app/3734980/...
Godot Editor with several additions specifically for adventure games. There's a tree on the left (a tab next to Scene and Import tabs) with TreeItems for the positions and directions, a "folder" for Hotspots and each hotspot within. In the middle is the Hotspot Editor where you can define a cursor per hotspot and the polygon itself with basic functionality (add, move, erase points and a clear button that deletes the whole polygon)
The graph view where you can add Positions, define textures for each direction, set a start point via a toggle and you can define transitions between Positions by connecting the GraphNodes with each other :)
Working on an #AdventureEngine (I'll probably call it #ANgin) in #Godot :). I can define Hotspots per Position/Direction and I have a Graph where I can define the textures and connections between Positions. A basic requirements/effects system is already implemented. I still need dynamic overlays :D.
@aarongwynaire28.bsky.social Hey :) I'm really looking forward to Neyyah! I do have some questions regarding the development of first person adventures like Rhem and Neyyah. I'm working on a "Framework" in #godot for these type of games. Can I contact you via chat somehow?
Krass! Sehr starke Entwicklung für #Godot. Ich hoffe, dass Godot immer mehr an Zuwachs gewinnt und auch vermehrt in Schulen u.a. zum Einsatz kommt. So wie ich das wahrnehme dominiert Unity dort noch sehr stark (korrigiert mich bitte gerne) in dem Bereich.
Yea true, the amount of worldbuilding in the Myst series is awesome! Especially the puzzle design etc. and yes, even though the programming is simple, I'm still looking for "the ideal approach" for these kind of games. I'm currently doing a lot with custom resources, but maybe Scenes are better?!
Sorry for the late response. And thanks for your response :D I'm currently working on a "Screen/Hotspot-Editor" where I can define Hotspots and where they lead to and easily switch between the different screens. What would be the biggest pain points if you'd have to make a full 4h+ game like that?
Ah ok, thanks for your input. I think it can get tedious really quick if I'd have to duplicate the template for each screen. I'll be dealing with several hundreds of screens. How would you approach an automation? A tool where you can check screen after screen and edit the hotspots?
@quartiqus.bsky.social hey, I just played Ruins of Deep Oop Geep and I'm working on a prototype for a #Myst like game in #Godot right now and I wanted to ask how you managed your screens? Have you defined the hotspots per screen or are some pre-generated (for directions etc.)?
DOGWALK, Blender Studio’s open project made with @blender.org and @godotengine.org, has been released! Play the game for free on Steam and Itch.io and access production assets, documentation and the source of the game by signing up on studio.blender.org #b3d.
Awesome :) what are your learnings? what should I look out for if I want to optimize my enemies?
Ich beginne gerade mit dem Aufbau einer deutschsprachigen Anlaufstelle für #Godot #Lernmaterialien mit dem Ziel, später auch #Kurse und eine Lern-Community rund um Godot und #GameDev zu etablieren. Auf godot-kurs.de gibt es bereits eine kleine Landingpage und erste Videos. #Feedback erwünscht :)
Will there be another #Godot fork now? NodotAI or something? *sigh*
Nothing will change, the engine will stay the same. There are just more funds to pay some employees and further developments. Which is good for every user btw. now calm down, it's not like Blizzard became a sponsor or something lol.
... The reasons why that's the case is stated in the docs, they made a blog post about it and you can even read on the other side of the medal openly aswell. The SDKs are NOT open source. You have to be a company to get access to console SDKs. Godot is NOT a company, Godot Foundation is.