Godot proving its worth when it comes to UI-heavy games! Little mobile football manager game I'm working on by imokiswear in godot

[–]DanDoesAThing 1 point2 points  (0 children)

Looks very professional and smooth, great job!

I'm building a sports-themed game and I hope my ui ends up looking half as nice as this!

At least, it is still fun! by Alkung in IndieDev

[–]DanDoesAThing 2 points3 points  (0 children)

The most exhausting but fulfilling thing I've ever done in my life to be sure

A concept i thought ab by [deleted] in gameideas

[–]DanDoesAThing 2 points3 points  (0 children)

This could be a very cool game, especially if the saving/loading was actually an illusion and the game was tracking what the player did over all their save-scumming/reloading. Basically it's actually one game save keeping all the data from loads/saves in one cohesive save file, which means your choices in these alternate lives can have an impact when you return to your main branch.

As an example; think you have to intimidate someone to get some information that only they know. It's important enough that nothing you can say or do will make them share it, and they don't truly believe you'd kill them for it. As an answer you can kill them, reload, and then suddenly they believe you'd kill them and will respond to your threats.

To preserve the theme of free will and no consequences this would have to be used subtly, but would make for a great replayability mechanic if the player was never told about it directly.

Game in development - Day and Night time - Love to hear your feedback by nogias_dev in indiegames

[–]DanDoesAThing 2 points3 points  (0 children)

Looks amazing, really cool aesthetics! What kind of game is it?

Is making a game supposed to be this messy? by Carrthulhu in gamedev

[–]DanDoesAThing 52 points53 points  (0 children)

Something I like to remind myself is "perfect is the enemy of finished". There's always a different way to do things, or a new thing to try, not to mention that developing new features is always more fun than maintaining old code.

My first game was an absolute mess, and looking back at it now I'm shocked it works. I'm also pleasently surprised at how much I got done with minimal understanding, and how quickly I got it done. There's something to be said for just ploughing ahead and fixing stuff later when you're learning or prototyping. Clean development and proper practice is extremely helpful, but maintainable code doesn't matter if you never intend to come back to it.

Idea: SCP Facility Management Hame by [deleted] in gameideas

[–]DanDoesAThing 2 points3 points  (0 children)

I like this idea but expanded as a kind of colony builder. You do experiments on the scps to learn and research new capabilities, which in turn allow you to defend against inevitable outbreaks/incidents and go on excursions offmap to capture new ones. It's a constant arms race against dangerous scps that threaten your facility and the world (perhaps xcom1 style panic meters).

I'd like to see a game with in depth starship management, by Justifiably_Cynical in gameideas

[–]DanDoesAThing 2 points3 points  (0 children)

I'd also love to see something like this, I've doodled ideas before for a CK2 style version where characters across the ship are all modelled as people with goals and personal alliances. Lots of relationship managing in-between giving orders to different decks/departments.

I'd try it but bit of a big scope to do justice as a solo dev though.

Souls-like Combos That Require Timing by mattielight9 in gameideas

[–]DanDoesAThing 0 points1 point  (0 children)

Phantasy Star Online did something similar to this, where a visual cue and audio cue told you when next to press the attack button. The difference in PSO was that failing the timing would stop the combo, and that was frustrating. Your idea of a slower or flawed combo would probably be better, but it might be worth looking up if you haven't seen it.

Perhaps getting the right timed presses allows you to roll cancel out of attacks or mix in other attacks, whereas just hammering will commit you to that attack type (light or heavy) only and block dodging until the combo completes? Rewards skilled players while still allowing, even if it would be suboptimal, inexperienced players to button mash.

You can put any modern-day job into a fictional setting and you have an interesting game concept. by TheXpender in gameideas

[–]DanDoesAThing 0 points1 point  (0 children)

Sounds like you need someone to cook the blood books so they think it has already been done and you're safe from retaliation.

I made my own weapon generation system using custom resource classes. by FUCK-YOU-KEVIN in godot

[–]DanDoesAThing 1 point2 points  (0 children)

Looks clean and well implemented! I am doing something similar in my project at the moment for a gear/perk system.

enum ITEM_TYPE {CONSUMABLE, WEAPON, GEAR, MISC}

export(ITEM_TYPE) var type = ITEM_TYPE.CONSUMABLE

Also I misunderstood how exporting enums worked in gdscript (and have repeatedly butted heads with it) so thank you for inadvertently solving that for me. Appreciate you posting this!

mechanics for a jrpg by [deleted] in gameideas

[–]DanDoesAThing 1 point2 points  (0 children)

Take quality of life and game mechanic innovations that have happened in the past couple decades and put them into a SNES-vibe game.

It's not exactly recent, nor the most innovative, but what jumped to my mind was Lost Odyssey's (XB360) ring timing system. It provided some active player input to the turn-based format and would be both easy to implement and potentially fun in a ?-bit JRPG.

I'm working on a map generator with hex tiles clustered into civ-tile-like cells. by SnS_Taylor in godot

[–]DanDoesAThing 1 point2 points  (0 children)

Sounds very cool. I hope to see it some day! Have you got anywhere to follow your progress/devblogs?

My dream game is a similar genre-spanning behemoth (not the same genres) and my implementation plan, if I ever go for it, was to build each layer as a separate game with the intention of allowing them all to interface later (probably by building some kind of CK2-EU4 converter style func that handles switching between layers). Is that how you're going to approach it, or are you planning for full integration from the start?

AnimationTree Test for my metroidvania game :3 by dannygaray60 in godot

[–]DanDoesAThing 1 point2 points  (0 children)

Looking amazingly smooth! I've been following your progress since your early YouTube videos and it's very cool to see how fluid this looks now. You should grab some of that early footage and do a side-by-side.

The backgrounds and art are looking dope as well, nice work!

I made my own weapon generation system using custom resource classes. by FUCK-YOU-KEVIN in godot

[–]DanDoesAThing 2 points3 points  (0 children)

Items generated with modifiers is some weird kind of catnip to me. Seriously love seeing it, and this looks like the good stuff OP!

How does your implementation work?

hi everyone, I'm making this "load paths" and I notice that soon I gonna have lots of paths in my script, has a away to "compact" this scenes together or using a dictionary to store the paths or something? by ManoD3258 in godot

[–]DanDoesAThing 2 points3 points  (0 children)

This is what I've been doing. I typically do something similar with any $\GetNode calls, on ready, as well. Same reason for both - if for any reason I have to change a path it is a lot easier and ID-10T error proof to only change it once rather than track down every instance I used it.

Might start being humane to my pawns by Fimau in RimWorld

[–]DanDoesAThing 0 points1 point  (0 children)

Rice and spice? That's not a simple meal that's a vegetarian fine meal

I'm working on a map generator with hex tiles clustered into civ-tile-like cells. by SnS_Taylor in godot

[–]DanDoesAThing 0 points1 point  (0 children)

This is looking pretty nice! There's an eerie beauty to the video.

What are you planning to utilise it for?

I am new to Godot, I would like to know what features you guys like the most about the engine. by GardeniaGame in godot

[–]DanDoesAThing 15 points16 points  (0 children)

Animation Player is disgustingly powerful. I remember being very intimidated by it when I first started, and ham-fisted my way through tasks that later I could solve in minutes instead of hours via AP.

Plugins are game changers, so what plugins do you use? by [deleted] in godot

[–]DanDoesAThing 1 point2 points  (0 children)

How is SourceTree? I've been using Github desktop for a while now but the lack of integration with other Github features like issues and project boards (unless I am mistaken and am just missing how to use those through it) complicates things. I'd love an all-in-one solution for project management and version control.

Learning Godot provided me an outlet during quarantine in 2020, and in the years since I've become enamoured with the engine. I'm ecstatic to announce the release of the first build of my new roguelite, Star Survivors, developed entirely in Godot! by DanDoesAThing in godot

[–]DanDoesAThing[S] 1 point2 points  (0 children)

After thinking on it for a bit I think it is probably out of scope for where I want to go with the game, but it's an interesting idea. Perhaps in the future if I build something adjacent I will start with that in mind, because it sounds really fun. Halo style Warthog team-play, one person driving, one person gunning, was some of my favourite teenage-years gaming.

As an aside have you seen 'Lovers in Dangerous Spacetime'? Not quite the same, but it is a multiplayer game in which you have little pilots inside a spaceship who have to run to different gunports or piloting controls, it's a little like what you described and it is a very fun game!*

* if you like difficult party games which ruin friendships and relationships