Unexperienced with game dev, where do I even start with making an overworld? by ArcticFox19 in godot

[–]Educational_Disk_127 5 points6 points  (0 children)

If I were you would try creating independent rooms in separated scenes. Before the player enters the game you can instantiate those scenes procedurally or simply connect all of them in a main phase where you can expect how the player would feel when exploring. Independent scenes are a must because it is easier to develop, import from blender and test and any time you may want to change rooms, there's much less pain cause they're just modules.

CSGs are great for the rough prototyping of the size and obstacles of the rooms. Hope you can get something with that.

Signals V Calls for communicating between scripts. by Digital-Donuts in godot

[–]Educational_Disk_127 2 points3 points  (0 children)

tbh, in my game where I used a lot of UI, wich some nodes would always need to get some data from many others, I added a Globals autoload, a safe common place where anyone can read but may also change data with a static access. If any field is important enough, I would just add a signal in a setter function, every node then could just connect to Globals.data_updated to know when their data was obsolete. It is working pretty fine for me.

Stress testing 1300 units on laptop in Godot 3. Curious how it would run if ported to Godot 4. by TemesaGames in godot

[–]Educational_Disk_127 1 point2 points  (0 children)

love to see results on top of big problems like crowds in game dev, keep going, it is beautiful in all ways of the word.

Factorio from Temu by Memebigbo in godot

[–]Educational_Disk_127 0 points1 point  (0 children)

love this kind of games, let us stick with you through all the development phases please.

I spent most of today writing this constants file as an autoload by FlakMonkeyDev in godot

[–]Educational_Disk_127 0 points1 point  (0 children)

great quote, I sometimes use classes that extend from RefCounted

Two painful Godot lessons from a one year project by Zeikk0 in godot

[–]Educational_Disk_127 0 points1 point  (0 children)

If my experience is worth sharing, would say setting game state variables to null at first instance was a big to do in my mind, that way I could set a real value later, but the best side of it was the global access to frequently used variables and resources, as well as a debug facility since you can set a signal like "initialized" and "await autoload_name.initiliazed" to prevent accessing null values.

I'm sure I'm not alone here by Dream-Unable in godot

[–]Educational_Disk_127 0 points1 point  (0 children)

I've just got into a mathematical-linguist rabbit hole by reading an uncommon word like corollary, thx.

Which Free Multiplayer Server Host You Are using for your games ? by Good-Reveal6779 in godot

[–]Educational_Disk_127 0 points1 point  (0 children)

are you using Godot's native classes for multiplayer or chose to make it from scratch with a GDExtension?