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@JoeSondow I decided that I am going with #Godot to learn making games after looking at some 3D demos.
But when I see people showing screenshots of their Godot games, it's still almost entirely 2D pixel art. Which does still sometimes give me doubts that I have completely misjudged the scope of learning to make a game.
But maybe it's really just Godot just never having been the engine of choice for people making 3D games.

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@JoeSondow I decided that I am going with #Godot to learn making games after looking at some 3D demos.
But when I see people showing screenshots of their Godot games, it's still almost entirely 2D pixel art. Which does still sometimes give me doubts that I have completely misjudged the scope of learning to make a game.
But maybe it's really just Godot just never having been the engine of choice for people making 3D games.

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@TechDesk "Indie"

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@TechDesk "Indie"

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@libraryogre I resemble that remark.

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@libraryogre I resemble that remark.

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@shram86 The second one comes obviously from someone who doesn't even understand the subject and as such doesn't have the capacity to say anything meaningful in the first place.

The first one might be from someone who could know better, which is what makes it annoying.

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@shram86 The second one comes obviously from someone who doesn't even understand the subject and as such doesn't have the capacity to say anything meaningful in the first place.

The first one might be from someone who could know better, which is what makes it annoying.

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@darennkeller I like Darklanders. But those names all sound like very different types of games. And your name is going to be your main advertisement.
It should be something that gives a good general impression of what players will be able to expect.

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@darennkeller I like Darklanders. But those names all sound like very different types of games. And your name is going to be your main advertisement.
It should be something that gives a good general impression of what players will be able to expect.

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@konstantinosd I think this also depends on how fancy you want to get. If you want to do something with low fidelity graphics and bare minimum physics to keep the workload manageable for small teams in short time frames, then I expect Godot to cover all the reasonable basics.
Otherwise nobody would be using it.

If you want something very high fidelity with crazy physics, then I can see Unreal and Unity having existing features and assets being a real game changer.

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@konstantinosd I think this also depends on how fancy you want to get. If you want to do something with low fidelity graphics and bare minimum physics to keep the workload manageable for small teams in short time frames, then I expect Godot to cover all the reasonable basics.
Otherwise nobody would be using it.

If you want something very high fidelity with crazy physics, then I can see Unreal and Unity having existing features and assets being a real game changer.

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@ritual That's extremely important to making the graphics really pop.

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@ritual That's extremely important to making the graphics really pop.

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@LeviKornelsen How could you say something so controversial yet so brave?

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@LeviKornelsen How could you say something so controversial yet so brave?

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@konstantinosd Road to Vostok too.

When I started thinking about gamedev, Godot was basically an instant foregone conclusion.
Unreal seems like overkill for my needs, and picking between Godot and Unity seems like a no-brainer.

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@konstantinosd Road to Vostok too.

When I started thinking about gamedev, Godot was basically an instant foregone conclusion.
Unreal seems like overkill for my needs, and picking between Godot and Unity seems like a no-brainer.

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I think one thing that never felt quite right for me with first person RPGs is how the player's character always feels like such a non-entity with no traits and characteristics.

Though I wonder how much of that is because of those games' writing, which often deliberately aim for a blank slate character, rather than an effect of the character not being visible for most of the game.

#gamedev #videogames #crpg

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I think one thing that never felt quite right for me with first person RPGs is how the player's character always feels like such a non-entity with no traits and characteristics.

Though I wonder how much of that is because of those games' writing, which often deliberately aim for a blank slate character, rather than an effect of the character not being visible for most of the game.

#gamedev #videogames #crpg

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@icongames Witcher 3 was the first time I had the issue in a major way.
More recently, had it with Conan Exiles too.

Unbelievable how developers test their UI for console games only on their desktop monitors. That's just failing as UI designers.

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@icongames Witcher 3 was the first time I had the issue in a major way.
More recently, had it with Conan Exiles too.

Unbelievable how developers test their UI for console games only on their desktop monitors. That's just failing as UI designers.

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@scootercogs Sure, but what have I done to you?

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@scootercogs Sure, but what have I done to you?

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Oh crap.

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Oh crap.

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So it begins...

My arch nemesis has returned to the greenhouse. Our battle shall be legendary.

#gardening

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So it begins...

My arch nemesis has returned to the greenhouse. Our battle shall be legendary.

#gardening

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Still swamped with work at my day job (and will be for another seven weeks) which keeps me from really getting into Godot.
But any #Kaendor videogame will certainly need a lot of custom or customized assets, so I'm going to have to learn Blender as well anyway. And that's something I can do for an hour after work every day. Feels fun so far, and I think reaching the level of detail of early 2000s games should be pretty quick. 😁

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Still swamped with work at my day job (and will be for another seven weeks) which keeps me from really getting into Godot.
But any #Kaendor videogame will certainly need a lot of custom or customized assets, so I'm going to have to learn Blender as well anyway. And that's something I can do for an hour after work every day. Feels fun so far, and I think reaching the level of detail of early 2000s games should be pretty quick. 😁

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@scootercogs That's just offensive.

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@scootercogs That's just offensive.

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@humanadverb

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@humanadverb

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Image from "The Enigma of Amigara Fault"

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@humanadverb Exactly.

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@humanadverb Exactly.

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Level design idea:

Sewer-sized sewer system.

No quest tells the player to go into the pipes. There are just some environmental hints that there might be something inside, and they are just big enough to crouch crawl into them.

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Level design idea:

Sewer-sized sewer system.

No quest tells the player to go into the pipes. There are just some environmental hints that there might be something inside, and they are just big enough to crouch crawl into them.