tccoxon

@tccoxon@mastodon.gamedev.place

Game Co-Director at #ByttenStudio 🎃 Working on: BAFTA-Nominated British Game #CassetteBeasts 🎃 #GameDev

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tccoxon, to random

Why don't the air benders simply move the air away from the fire? Would have saved a whole lot of trouble

tccoxon,

@BaldSavant exactly!

terry, to random
@terry@mastodon.gamedev.place avatar

VVVVVV is back on its 14th birthday with a major new update - now available for the first time in more than 20 languages! Check it out! https://store.steampowered.com/news/app/70300/view/3888358641554236790

tccoxon,

@terry Congrats on the update!

gamingonlinux, to random
@gamingonlinux@mastodon.social avatar

At the end of this week @gamingonlinux will be entering a mostly hibernating state for the holidays to recharge for a week or so - don't expect much (if anything) next week 🎅

tccoxon,

@gamingonlinux Have a nice break!

adriaan, to godot
@adriaan@mastodon.gamedev.place avatar

I've been working on a game in #godotengine for 3 weeks now and I've barely seen past the 'hobbyist / amateur / beginner / youtuber' community surrounding the game engine. Hopefully I'm seeing it all wrong, but I'd love to see more chat and discussion from people who've already been confronted with the reality of releasing games and trying to earn a living from it.

tccoxon,

@adriaan @evan not sure why you think that. I also worked on Lenna's Inception, Starbound, and Stardew Valley (multiplayer update). I've shipped games before using Godot

tccoxon,

@adriaan GitHub: the Godot issue tracker, and repos of add-ons that I use. Also, connecting via business partners. Then using private discords and slacks. There aren't many of us though, public forums are definitely skewed towards beginners, because Godot is growing rapidly in popularity atm

CassetteBeasts, to random

Fun fact - Cassette Beasts has over 350,000+ players across all platforms! Thanks, y'all! 🎉

In our latest dev blog, @tccoxon takes a look back at the design philosophy of Cassette Beasts, and theorises on why the game has connected with so many people:
https://store.steampowered.com/news/app/1321440/view/6349565145235433772?l=english

tccoxon,

@bugsmith @CassetteBeasts Jay spends too long online 😉

tccoxon, to godot

If you’ve decided to start using #GodotEngine this week, this thread is for you.

Firstly though, don’t switch mid-project. You’ll have a bad time! Godot is not a drop-in replacement for Unity! Finish your current project, then start learning Godot by making a few small games. 🧵

tccoxon,

The core concepts in Godot are quite different from Unity. You’ll have a much better time by learning how Godot wants you to use it, rather than trying to force Godot into a Unity-shaped hole. Juan has a great thread on some major differences on the birdsite: https://twitter.com/reduzio/status/1702263225004306447

tccoxon,

Don’t think you can just port your C# Unity code over to Godot at the drop of a hat and get going. The concepts are different enough that unless you’ve built a translation layer into your code you’re gonna have to make big rewrites anyway.

tccoxon,

Take the time to understand why Godot does things the way it does before you complain about it. If you call for GDScript to be removed from the engine because it isn't C#, you just sound like an idiot who hasn't spent more than 2 minutes with it.

tccoxon,

The open source nature of Godot also creates some fundamental differences that you will have to get used to. This is the biggest strength of Godot, but also a shock and a source of pain if you are not used to it and don’t expect it.

tccoxon,

Nobody controls Godot. If someone tries to pull a John Riccitiello, the community will just fork it and switch to that. But it also means complaining to Godot contributors is pointless & needlessly mean. If you don’t like how something works, YOU are responsible for improving it.

tccoxon,

Unlike with many other open source software projects, all of Godot’s users are developers, which means it’s not unreasonable to expect you to take this responsibility! That doesn't necessarily mean contributing code, but there are things you will need to be able to do:

tccoxon,

There’s no official tech support. Get good at searching Godot’s github issue tracker. If you encounter a bug it’s probably already been reported! And quite often there’s a workaround in the comments, or a linked pull request with a fix. https://github.com/godotengine/godot/issues

tccoxon,

Note that there’s a separate repository for enhancement and feature requests: https://github.com/godotengine/godot-proposals/issues

tccoxon,

If you need to report an issue, get used to creating MRPs (minimal reproduction projects). This will help contributors understand and fix your issue. It’ll also help you understand what causes the issue, and whether there is a workaround you can use.

tccoxon,

At some point you’ll come across a bug that has been fixed, but the fix is not included in a release yet. If you can’t wait, you’ll need to build the engine with the fix yourself. The docs are very clear about how to build the engine: https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html

tccoxon,

Another good reason to check out the source code is that it works as secondary documentation. If the official docs are unclear, you can check how the engine actually works. The code is generally easy to navigate.

You can also contribute back to the docs: https://docs.godotengine.org/en/stable/contributing/ways_to_contribute.html#contributing-to-the-documentation

tccoxon,

If you don’t know C++, don’t freak out! Most of you already know C# anyway. Learning another language when you already know one is pretty easy, and C++ and C# have a lot in common. Most of you won’t need to do anything more than read and build code that’s already there anyway.

tccoxon,

Transitioning to another engine is rough, but I do think that using open source engines will be healthiest for the industry long-term. We cannot allow VCs and (non-specific) rich dinosaur pricks to dictate terms, mismanage tech, and threaten to bankrupt us.

tccoxon,

The only long-term solution is to use open source software, so nobody can have that power.

Godot is community-driven, which means the more it gets used, the more contributors there are, and the better it gets. So get using it!

Donations also help ofc: https://fund.godotengine.org/

tccoxon,

(I'm not affiliated with the Godot Foundation, I'm just a dev who has used Godot for a commercially-successful project, sharing advice for new users.)

Finally, check out this other thread by Juan, about GDScript. It is one of the best features of Godot. Put aside your prejudices about scripting languages and whitespace-delimited blocks and actually try to understand it first. You might like it! https://twitter.com/reduzio/status/1702582789823226206

tccoxon,

If you want to know about console ports, and my general experience shipping a game on Steam, Switch and Xbox using Godot 3.5, see my previous thread: https://mastodon.gamedev.place/@tccoxon/111058979731909271

tccoxon,

@ncoder I haven't tried it

tccoxon, to godot

There's a lot of interest in #GodotEngine today, so here's my perspective & advice, as the tech lead on Cassette Beasts, a 2.5D open world RPG that shipped this year on Steam, Switch and Xbox, using Godot 3.5. 🧵

First: I've not used Unity (or Unreal) for more than just trivial experiments, so I can't provide direct comparisons. But there are still a few general points I can make.

Also: I will never recommend switching engine mid-project. If you're gonna switch, do it between projects.

tccoxon,

@zebu Godot is a lot more flexible in that respect. You can fork and change how physics works, or even completely replace the physics engine https://github.com/godot-jolt/godot-jolt

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