Tearcell,
@Tearcell@mastodon.gamedev.place avatar

This was a fun lesson in many things! Ignore the awful UX.

The Characters, Dice and Dice Faces are resources.

The dice face resources build TWO layered 'texture' via a shader based on values they contain, 1 canvas and 1 spatial.
These material are saved on the resource.

The Die resource can be updated with new faces, and since the Die preview and 'builder' pieces refer to the same Die Resource, they both update (with some signal magic).

#godotengine #dice #gamedev #indiedev

Godot UI for an in development Dice building game. Changing the 2D UI also changes the 3D preview.

Tearcell,
@Tearcell@mastodon.gamedev.place avatar

I initially approached the problem poorly, by not fully thinking out the data. I was floundering, but by working out how and what I was actually going to save, the rest of the design fell into place very fast. My CS201 teacher would be sad how long it took me to remember that lesson.

Tearcell, (edited )
@Tearcell@mastodon.gamedev.place avatar

Other big one involved the 3D model in a subviewport being 'black' in game but not in the editor. I wrote up a thingy on it here: https://tearcell.com/blog/3d-in-2d-godot-lesson-1/ cuz I just didn't find a good answer on google for what turned out to be a VERY easy issue and very simple oversight... TLDR: Use a world environment and give it some Ambient Light.

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