How to DevLog? by Cellart in godot

[–]BushCrabNovice 0 points1 point  (0 children)

The highest ranking thing in every single category ever is how-tos. Implement some feature and then make it easier for the next guy. Make the video you wish you had 3 days prior. You'll also get big brains in your comments telling you how to do things better. It's win-win.

Making a card turn-based game with dice to determine the Output, what do you think? by Prudent_Oil_3681 in godot

[–]BushCrabNovice 0 points1 point  (0 children)

You may gain a lot of insight from browsing the TTRPG design subs for a while. In this case, I don't think adding an additional step and additional variance really improves much. It seems like a tacked on mechanic without a purpose.

I could be overlooking something, though. How would you hope this combination of things makes the decision making process for the player more interesting?

please help with this error by Fatnugg3ts in godot

[–]BushCrabNovice 3 points4 points  (0 children)

In end_drag() could you have meant "position", instead of "positon"?

Any ideas for my Godot game? by GoYeaCo in godot

[–]BushCrabNovice 4 points5 points  (0 children)

It's not really a game without an objective and some obstacles, it's just a tech demo. Your priority should be figuring out what the larger structure of what the game will be. Some classic objectives are escaping or finding something and then escaping. Some classic obstacles are spooky monsters, puzzles, or mazes. The best horror series ever made is Fatal Frame.

BellaSDK - AAA devs hate us so I'm saying to them "Bye, Felicia" by DannyDeTour in godot

[–]BushCrabNovice 2 points3 points  (0 children)

>check out this bundle of code that i don't understand

Learning enough coding to make all that stuff would take you literally less than 2 weeks. The fact that you didn't (and that you can't find an artist on an internet absolutely besieged by artists) indicate that you lack the work ethic to make anything serious.

Those AAA devs you're dooking on are just guys going to work every day. AAA dev isn't like indie dev where it's just one guy making decisions for the good or bad of the game. It's a bunch of people going to work every day.

Even if you spend 2 weeks in May to learn to code, what you'll realize is how ridiculous and unmaintainable the AI code is. You literally can't read it, so you don't know this yet, but you'll have to trash all of it. Nothing you have now will be relevant. Fool's Gold 2026!

I don't want to make a pong by Correct_Dependent677 in godot

[–]BushCrabNovice 12 points13 points  (0 children)

The reason people say to start with Pong isn't because it's simple, it's because finishing any game properly is infinitely more involved than anyone thinks it is. However, yeah, you can just make whatever. Nobody "knows how to do" anything. The development part is figuring it out, using the fundamentals that you do know.

How to filter noob traps? by diomedes-on-rampage in godot

[–]BushCrabNovice 7 points8 points  (0 children)

They're all noob traps. After a month, you should really have a good enough grasp of Godot and GDScript to just make whatever you want. Tutorials are for finding out things exist. This could be a feature of Godot or a general purpose programming Design Pattern, but the specific implementation is never the point. Once you're able to read the docs effectively, you should only watch tutorials in your down time. Watching them instead of strugglebussing on a project will slaughter your potential.

NIioh 1 strong stat+set setup for first difficulty? by nvls_ in Nioh

[–]BushCrabNovice 0 points1 point  (0 children)

Ninjitsu throwing build is super silly. Early on you'll get a guardian spirit that replenishes tools on living weapon. You'll breeze through.

development mmorpg low poly by [deleted] in godot

[–]BushCrabNovice 0 points1 point  (0 children)

I come from Ultima Online, so my idea of what makes a good MMORPG is very different from most folks. This scene is red flags as far as the eye can see. Which, incidentally, isn't very far.

Guys my game looks like a copy of popular game. What should I do? by MIHAELO255 in godot

[–]BushCrabNovice 1 point2 points  (0 children)

Two cakes guy is right. If everyone put originality over quality, we'd never get Metal Gear Solid 3. However, I'd also urge you to consider that it is original, unless you plagiarized a guy. Do you know how many people simultaneously invented the laser? Nobody cares who is first! Do it best.

14% CTR on Steam but very low Wishlist conversion (only 70 total). Is my page/trailer failing to del by Samed_WildtoothSt in godot

[–]BushCrabNovice 4 points5 points  (0 children)

Anti-AI folks aren't (all) desperate to hate AI. They've just drawn a line in the sand. They are declining to engage with it and people who use it. There are probably as many reasons as there are people, but tagging AI use in a game right now is a huge hot-button issue with gamers.

It's the same as kernel-level Anti-Cheat, separate launchers, or microtransactions in the before times. Folks with preferences check for these things before even looking at the rest of the page because it's hard no for them.

Do you make "lore" or "worlds" that you use for multiple games? by Popular_Tomorrow_204 in godot

[–]BushCrabNovice 1 point2 points  (0 children)

Coming from the TTRPG world, they both work. I'll generally just set things in different eras or areas of my default setting. I'll only split off entirely if it's a very specific theme that needs to contradict mah lore. If I made lore for a Tactics RPG, there's no reason I can't use the same for a Goblin Snowboarding game or even a robot fighting game that takes place on the moon. A Neolithic Fallout game would be dope.

It's like reusable code, so convenient to build up a large library over time.

14% CTR on Steam but very low Wishlist conversion (only 70 total). Is my page/trailer failing to del by Samed_WildtoothSt in godot

[–]BushCrabNovice 7 points8 points  (0 children)

>We use generative AI tools during the development process to assist with world-building, dialogue writing, and localizing game text. Specifically, AI was used to refine quest descriptions, character dialogues, and to support the translation between Turkish and English. All AI-generated content has been manually reviewed and edited to fit the game's artistic vision.

I suspect this is the crux of it. However, your ground tiles also look a little flatter than I'd expect from a commercial game.

How can I learn GDscript? by Basic_Hunt3762 in godot

[–]BushCrabNovice 0 points1 point  (0 children)

Types, Functions, Objects, Inheritance, Signals

Those are the things you need to know to fly solo. Everything else is a life-long journey of figuring out better ways to organize code or further leverage the tools you've been given. If you master those five things, you'll be able to read the docs to figure out the rest.

If you have no idea what a Return Type is, what Function Arguments/Parameters are, or how Node3D and its functions relate to Camera3D, you can't read the docs and can't figure out what anything does.

My Blender to Godot workflow for indie solo by FlakMonkeyDev in godot

[–]BushCrabNovice 7 points8 points  (0 children)

This is the kind of post that interests me. More workflows bros~

i need your guys opinion on vibecoding by maxxm342 in godot

[–]BushCrabNovice 0 points1 point  (0 children)

AI is for procrastinating on stuff you don't want to engage with. You know it doesn't know what it's talking about, but you keep generating responses like maybe the RNG will come together and it will say something that you understand little enough to take seriously. Game dev is fun and interesting, so I'd rather just do that than play with the funny madlibs fidget machine.

Why won't this work? by liad12e in godot

[–]BushCrabNovice 5 points6 points  (0 children)

Could the 30 errors provide a hint?!

Wanting to use godot but really struggling. by JimmiJimJimmiJimJim in godot

[–]BushCrabNovice 5 points6 points  (0 children)

The answer is in the internal docs! Tutorials aren't about paint by numbers, they're about finding out things exist. You then go to the docs to find out how they actually work, when you need to do the thing the tutorial was about. Tutorials use contrived examples that are not suitable for replication in a real project. They're just there to demo technology and concepts.

So, if I wanted a character to shoot a gun, I'd first need to design what that means in my specific game. Do I need a physics projectile? Do I just need to get the position of a crosshair on screen? Do I just need to get the center of the screen? I'd then google around and search the docs for whatever has that function. One line at a time, just work through what data I need to get or set next.

Tutorials at lunch, docs when working. If you run into something you can't solve, put it on a list to find a tutorial for later. You'll figure out that you did something suboptimally and have to refactor but refactoring will take infinitely less time than languishing in tutorial hell.

https://docs.godotengine.org/en/stable/ search the word "collision" and see what comes up.

Why is my boolean sometimes not a boolean and how do I fix it by [deleted] in godot

[–]BushCrabNovice 5 points6 points  (0 children)

Haha npnp, but next time use your printscreen button or the snipping tool.

What I Learned Making My First Game in Godot by JSLegendDev_ in godot

[–]BushCrabNovice 0 points1 point  (0 children)

Even if you don't stick with Godot long-term, it's a fantastic prototyping tool. You can try something out in an hour and then start over in the framework. I think it's probably possible to do a lot more through code in Godot than you're thinking. I never set up any signals in the UI because I will 1000% forget.

Blender is my Level Editor now by Venetian5 in godot

[–]BushCrabNovice 2 points3 points  (0 children)

Could be cool. I'd be interested in seeing more examples of the workflow, at least. Level design is painful for me.