#godot I can't decide whether I love or hate AnimationTrees and AnimationNodeStateMachines. The pros are it's really powerful for blending animations, but the cons is I end up righting brittle code and checking for "animation names" as Strings.
#godot I can't decide whether I love or hate AnimationTrees and AnimationNodeStateMachines. The pros are it's really powerful for blending animations, but the cons is I end up righting brittle code and checking for "animation names" as Strings.
Moon Farmer. A farm management game on the moon.
a horror game where the villain is the president of your Home Owner's Association. Have to meet ever changing HOA guidelines.. or else.
I think it's really important to tell people about your games IRL. Because if casual gamers cannot understand the game in a sentence, you know something is wrong with the player fantasy.
yup, and it's the selection that's the painful part :/ I am using the area-select tool which helps, but I got myself into a real modeling pickle where I have to select like 50 tiny triangles. 'Recalculate outside' doesn't fix it 100% in this case either 🙃
I have to click every triangle here and flip normals. so much pain, so little automation.
"In this slot-machine roguelike deck-builder you’re a gambling addict. Deep in debt, a little drunk, and out of time. Just one more spin, and then you'll quit."
realizing my player fantasy is a game about addiction, and the difficult choices addicts are faced with.
"the CEO symbol gains +10 for destroying adjacent employees..." wait is my game turning into a commentary on class politics. do I actually have something meaningful to say here other than current class hierarchy bad.
I love when a code architecture starts to come together. Now I can write short one-liner methods to interface with the game logic. Cinema
the water is so well done.
I think I started wayyy to big, and after lots of cuts (documented in the GDD) now it's only slightly too big a project. I look forward to the day I can design a project so manageable that I can add things in development instead of remove.
More scope lessons, this current game I'm working on is a little too big for a solo dev of my level in 400 hours. Like I'm spread pretty thin between the myriad of mechanics/animations/UI instead of just polishing a tight core loop. Next game I'll get it right (even smaller)
been using a living game design document (1 page), and it's been really helpful in preventing additional scope screep.
Bladerunner 2049 inspired room, just for fun #godot
particle effects really are the spice of #godot
Obvious realization, but it is significantly easier to develop in a genre you're familiar with. I'm not able to even re-use any code from Checkmate Advance (different language), but I am re-using architecture decisions, and it's significantly faster. Aiming to keep the project under 400 hours.
Punch the monkey visual novel about trying to befriend a pack of macaque monkeys.
cool, nice writeup on the pattern. I'm gonna do early returns, and add "if debug build, then print something to console" for my own sanity in debugging.
#godot if the game doesn't load a variable for whatever reason, what's the best way for it to fail for the player. Do you push_error, silently fail? what's the best way to handle this in Godot
if I may throw a free to use player fantasy for your consideration, title it 'Medieval Manu-scripter', and use the aesthetics of Illuminated Manuscripts from the Middle ages.
this is really cool concept
yea no one's innocent, plus recruiting has always thrived on teenagers without a fully developed pre-frontal cortex. I just fully buy into this Garfield quote, and believe that systems are the problem rather than individuals.
agreed, and I also see soldiers as victims in a much larger system. The military industrial complex is so deeply embedded in the economy, effectively soldiers are dying to increase shareholder value. There's immense pressure/propaganda on poor Americans to join the military for upwards mobility.
WIP a tense moment in a roguelike deckbuilder I'm making #screenshotsaturday #godot
Godot UI themes has finally clicked for me. The final piece I needed is that you can make different variations for the base types, like PanelForeground, PanelBackground etc... now I know how to make all of my simple game's UI in one theme. and can add a text size menu option with one variable!
Sorry you had to go through that. No person, and especially children, should ever have to experience homelessness.
second game I've played from a chinese studio where the English translation is bad enough to interfere with the gameplay. Dicey Hacker 1999 has so much potential, but just unapproachable due to the bad AI translation.
Dicey Hacker 1999 has so much potential but an AI translation makes it unplayable. Still, second game from a Chinese studio I've played recently that's impressed me. (Cat God Ranch being the first)
biggest lesson as a new dev, it's better to polish one mechanic really well in a small game, rather than spread yourself too thin with a more ambitious project.
no question, you could make a great one. here's a modern one as well that I think is neat. www.reddit.com/r/incrementa...