The game I've been working on for over a year now finally has a Steam page. We're still working on better versions for some of the art on it, but go wishlist it in case you are interested in first person roguelikes or PS1/ 32-bit graphics styles
Link 👇
#gamedev#indiegame#steam
Several years ago, when things were bad as they are now, I made a comic about art and community in the face of hate. Today feels like a time to reshare. 1/5
@SteinMakesGames Singletons and global state. As long as you properly clean up on restart etc. it's great to decouple your modules, have a global signal bus and global managers for sounds/ music/ VFX etc.
File over app
File over app is a philosophy: if you want to create digital artifacts that last, they must be files you can control, in formats that are easy to retrieve and read. Use tools that give you this freedom.
File over app is an appeal to tool makers: accept that all software is ephemeral, and give people ownership over their data.
In the fullness of time, the files you create are more important than the tools you use to create them. Apps are ephemeral, but your files have a chance to last.
The pyramids of Egypt contain hieroglyphs that were chiseled in stone thousands of years ago. The ideas hieroglyphs convey are more important than the type of chisel that was used to carve them.
The world is filled with ideas from generations past, transmitted through many mediums, from clay tablets to manuscripts, paintings, sculptures, and tapestries. These artifacts are objects that you can touch, hold, own, store, preserve, and look at. To read something written on paper all you need is eyeballs.
Today, we are creating innumerable digital artifacts, but most of these artifacts are out of our control. They are stored on servers, in databases, gated behind an internet connection, and login to a cloud service. Even the files on your hard drive use proprietary formats that make them incompatible with older systems.
Paraphrasing something I wrote recently:
> If you want your writing to still be readable on a computer from the 2060s or 2160s, it’s important that your notes can be read on a computer from the 1960s.
You should want the files you create to be durable, not only for posterity, but also for your future self. You never know when you might want to go back to something you created years or decades ago. Don’t lock your data into a format you can’t retrieve.
These days I write using an app I help make called Obsidian (@obsdmd), but it’s a delusion to think it will last forever. The app will eventually become obsolete. It’s the plain text files I create that are designed to last. Who knows if anyone will want to read them besides me, but future me is enough of an audience to make it worthwhile.
Did you know that in Godot 4.3 you can create your own custom skeleton modifiers to handle bones translation while animation is playing? 🦴↗↘
You can do some pretty natty IK and FK stuff with it and I think Mr Bob here couldn't agree more.
Usually the solution to fast iteration times is Hot Reloading system.
But it has a bunch of issues - data changes, debugger support, and makes working with libs difficult.
Instead I use a system of "Hot Saves" where I serialize part of the program state and reload it at startup
My actual production Balatro project folder is called “CardGame” and is still in my “Learning” directory, if that tells you anything about the expectations I had for the game
@KenneyNL Any sci-fi related tiles would be cool for the next Playdate game about exploring an alien planet I'll be working on 😅
So things like metal rivers/ tar pits, ravines for the terrain.
Then some alien flora and fauna, sci-fi boxes and tools to interact with the environment.
@KenneyNL Glad to hear, hang in there. This 1-bit pack will be amazing for my next Playdate game, if I ever get the game I'm currently working on shipped ✨
If you're in Berlin for #GodotCon this weekend, I host a workshop about #ProceduralGeneration in 2D and 3D in Godot on Saturday at 10am. Hope to see you there even though the time slot is early 😅✨
#GodotEngine#ProcGen
@KyleTheCoder Thanks 😊 I'm working on Sunken Shadows, a retro first person roguelike set in a ruined city under the ocean 🌊🪸
It's a melee focused and faced paced 3D dungeon crawler, and we're getting ready to launch a demo on Steam early next year ✨
Wishlist here: https://t.co/M6oa9lOZns
Some people fail to understand that your freedom of speech doesn't mean I have to listen.
I'm very much free to block you and that's very useful on this site, trust me.
Especially if your "freedom of speech" is hating everything and everyone you fail to understand.
@finepointcgi@RedotEngine Nothing changed except some bigots are mad they can't post their vile opinions on official channels.
Arguing for "keeping politics out" is deeply dishonest and means you are part of the problem. LGBTQIA+ people existing and claiming their place in the world is not political.
@finepointcgi@RedotEngine Tbh among people who understand that queer people existing is not a political issue, and people understanding that public channels need moderation, this is basically a non-issue.
I will keep supporting, developing with and contributing to Godot Engine.
If you are a newbie in programming, don't touch LLMs and auto complete extensions and editors trust me you won't reach your true potential by using those
struggling and finding out the answer by surfing endless sites and threads is a must for true programmer character arc
@Jakob_Wahlberg I think giving Ku-9 some kind of telepathic control over the shot kunais might be cool?
So you can arc your shots, hit enemies behind cover or hit e.g. weak points on the back sides of enemies...
That way he is sort of like Diego from Umbrella Academy 😅✨
@NathanGDQuest That's great, looking forward to attending that workshop!
I also just confirmed that I'll be hosting a workshop on procedural generation (both 2D and 3D) at GodotCon 🎉✨