@SirLich@mastodon.gamedev.place
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SirLich

@SirLich@mastodon.gamedev.place

Budding indie game developer with a history of modding.

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SirLich, to godot
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Started work on a post-jam rework of my LD55 entry!

#godotengine #godot #gamedev

SirLich,
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@0x0961h Thanks! I'm going to try adding some rogue-like aspects to it (essentially more levels, more enemies, and some power-progression for the player), and see where it goes :)

SonnyBonds, to random
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Anyone running any nice shell on Windows that's not Powershell or regular cmd?

  • Tried nushell but didn't quite feel it.
  • I guess I could run any linux shell through WSL, but it has its whole own environment and I'm not sure I want that.
  • There are a few bash variants (git-bash, msys, etc etc) but it feels a bit boring. :D

Not sure what I'm looking for, just random suggestions!

SirLich,
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@SonnyBonds I use git bash myself, fairly often. As a child I used cygwin.

supernovafiles, to gamedev
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Ok, I'll start checking some games from #LudumDare55 now. If you have a game that you submitted to LD Jam and want me to play it, let me know! I will record the play session and post it on my YouTube channel.

Unfortunately, I will not be able to submit a rating because I don't have an accounting Ludum Dare, but I can give my feedback about the game!

#gamedev #godotengine #unity

SirLich,
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@supernovafiles I'm super into video recorded play throughs. You usually get a much better insight into the player physci than just a comment.

I would be very pleased if you check out my game (web build included!): https://ldjam.com/events/ludum-dare/55/penta-mania

SirLich, to godot
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So, the Navigation Server in Godot is not returning shortest paths :(

As far as I can tell, it seems to be calculating the shortest path to ENTER a polygon, which can provide some very unreasonable results.

Does anyone know of a way to somehow alleviate this issue? Or do I need to write my own pathfinding?

#godotengine #godot #gamedev

SirLich,
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If you focus on the polygon where the path ends (top right), you can indeed see that to ENTER this polygon, the shortest path is on the left.

But to reach the actual terminus, it would be shorter to go straight, not make a curve around the obstacle.

SirLich,
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@jannem Yeah this "splitting" idea is nice. I didn't find any way to augment the navigation baking, or any settings related to max cell size.

I suppose I can manually change the data in the NavigationArea2D after baking? I don't actually know if those fields are even exposed to GDScript. Probably they are.

SirLich, to gamedev
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How do you strike a balance between moving fast, and building shit?

My recent Ludum Dare adventure has sort of fired me up to move a bit quicker and just create some stuff, but I'm aware that the design of my entry would not scale well!

Do you just prototype like mad, then rewrite? Do you try to write good modular systems from the start? Do you write some shit and just pile more on until release, with no regard for quality?

Looking for your perspectives as a solo or team #gamedev

SirLich,
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@0x0961h So kind of in the move-fast-then-refactor camp?

This is what I would do for code-only projects, but I think refactoring in game engines can be a little intimidating!

I also have less experience prototyping art. For a game jam, I try hard, but move fast, so the art gets this weird kind of "medium" quality.

For actual projects I tend to do very BAD art, because I don't want to make good art that needs replacing later. But maybe it's better to do jam-level from the start.

SirLich,
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@yora Keeping asset count low, or within your abilities is definitely huge!

0x0961h, to gamedev
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I never thought I ever say it again, but I've made a game. A jam game, but for real this time. It's been 8 years since the last time I made one.

EIGHT YEARS. But holy moly I finally did it. 🥳

Let me present to you theGRIMOIRE_, a short puzzle game with a simple core mechanic, but with a bunch of quite interesting levels. Not enough to make you rage quit, but enough to make you ponder for a bit.

#ld55 page: https://ldjam.com/events/ludum-dare/55/thegrimoire

Itch.io page: https://0x0961h.itch.io/thegrimoire

#gamedev #0xDEVLOG

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SirLich,
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SirLich, to godot
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SirLich, to godot
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Progress on Ludum Dare 55

It's something like a turn-based brotato?

#godot #godotengine #gamedev #ld55 #ldjam

SirLich, to godot
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What kind of work do you share between your Godot projects, and how?

Currently I can think of the following:

  • Actions (e.g., quickly setup common input actions)
  • Plugins (some encapsulated tool usually with editor support)
  • Templates (something you intend to edit, like a base character controller)
  • Asset/Collections (some scripts/scenes which you could inherit from/use, but wouldn't be expected to edit, such as ui-components)

#godot #gamedev #godotengine

SirLich,
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Missing from this list is true assets like sounds/particles, whatever.

Those are best kept separate. I'm mostly interested in shared code assets.

I think if you want to share something between lots of projects, the bar for quality goes through the roof. You really need to start thinking about proper API, doc-strings, and most importantly backwards compatibility.

Do these aspects simply outweigh the attempt to share code/systems between projects?

SirLich,
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These downsides are less apparent if you treat everything as a template, or starter kit.

Creating something that is instantly modified is much easier than creating something stable that should only be used as a base class, or as a component of some kind.

SirLich,
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@frozenfire92 I've been investigating tools for addon management in Godot (Glam, GodotEnv, etc), but none of them are really satisfying my requirements.

I need to do more thinking.

SirLich,
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@frozenfire92 One issue with submodules is that addon repositories in Godot usually have an addons/addon-name/... format. So when you pull in the sub-module, it will have this extra structure

It would be better if the repos didn't have this extra structure, and would instead just be the contents of the addon folder.

SirLich,
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@krapp When do you find time to improve the character templates?

SirLich,
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@krapp I guess I didn't mean time so much as workflow. If you're working on a new project that includes the character controller template, do you ever update the template if you make desirable changes in the project?

SirLich, (edited ) to gamedev
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Who's ready for some LUDUM DARE!? :godot: :blender: 🔥

My personal goals this jam are:

  • Use 3D (if the theme fits)
  • Improve my fun score
  • No borrowing game mechanics (no simple clones)
  • Make my own music

Please feel free to respond with your own jam goals :)

#gamedev #ldjam #gamejam #indiedev

SirLich,
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@MakerAzeru Theme will be released in ~10 hours. Midnight for me, I think 6pm PDT.

The theme voting is in the final round: https://ldjam.com/events/ludum-dare/55/theme

SirLich, to godot
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Hi folks! After a short break, I've released version 0.0.3 of GDExplorer!

This release is a bit all over the place (and the project is still very alpha), but the main aspect is more robust caching.

I'm actually bumping up against a Godot engine bug here, I think, so currently subresources in the cache aren't saved.

https://github.com/SirLich/gd-explorer?tab=readme-ov-file#003

SirLich,
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@MIfoodie Good reminder. The project will very likely be MIT licensed to match Godot.

SirLich, to random
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I don't know how to write this without coming off as anti-social, but the Godot code base is weird. 5,000 LOC files are common, and 500 LOC functions are as well.

It's common enough that I have to assume it's intentional, and not an accident.

This function I need to edit is 650 lines long, and has eight levels of indentation in some places.

I guess my question is... why? It runs counter to every other codebase I've worked in, professional, open source, or personal.

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