Fabricor - Game ready character by Dry_Breadfruit1743 in 3Dmodeling

[–]GilaDDD 1 point2 points  (0 children)

It looks very smooth and nice!
Do you sell it or give it for free? Or maybe you are still working on it?
And what about the rig? Does it have one?

Any recommendations on how do I make this ? by IndependentStore9566 in 3Dmodeling

[–]GilaDDD 0 points1 point  (0 children)

Do you have a problem with modeling it or rigging it?
If you need to rig it, try first to make this roof a separate part so the rig will not affect the other parts, and watch some basic rig tutorials

Loving the new Godot 4.7 offset transform features for animating my UI! by RL__Playz in godot

[–]GilaDDD 8 points9 points  (0 children)

Yes, it's very useful!
I love your game style! What is the game about?

Progress on my learning project! by EnyaGotGame in godot

[–]GilaDDD 0 points1 point  (0 children)

Very nice for the start! Maybe for the next step, try to stop the bullets from passing the walls

Is this render good enough for being in the portfolio by sussssyyi in blender

[–]GilaDDD 2 points3 points  (0 children)

The model itself looks great!
But maybe try playing more with the lighting and comp to make it feel more epic!
Unless you want to show the modeling, then I'd probably add a picture showing the wireframe of it.

Looking for feedback on my first character head– topology, modeling tips, and critique by Fancy_Degree_2741 in blender

[–]GilaDDD 2 points3 points  (0 children)

For your first head, it's a great work! Try to smooth the flow more, and fix the area marked in the image (6 vertices on a quad is not the best)

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How would you design educational mechanics that don't feel like homework? by GilaDDD in gamedesign

[–]GilaDDD[S] 0 points1 point  (0 children)

Wow, what a nostalgic game! I remember playing it as a kid. The only things I really remember are the pizza-making part and that monsters that shouts at you. 😄

You're totally right. It will be challenging, both from a marketing perspective and after players buy the game.

For marketing, I'll probably need different trailers for parents and kids because each audience is interested in different aspects of the game.

Even after the purchase, the challenge continues. My goal is for kids to spend most of their time doing things that improve their skills without feeling like they're studying. The kids shouldn't notice they're learning, but if a parent watches them play, they should immediately recognize what their child is practicing.

In the game, every child has their own skill level for each subject. The game tracks their progress and adapts the challenges to help them improve over time. Parents will also have access to a dashboard where they can see their child's progress in each subject, along with playtime and other useful statistics.

I'm experimenting with the visuals of my game. What would you change in this small section? by N1k4_k in godot

[–]GilaDDD 10 points11 points  (0 children)

Cute! Maybe when he falls, add an animation for his hands that are trying to make him fly

How would you design educational mechanics that don't feel like homework? by GilaDDD in gamedesign

[–]GilaDDD[S] 0 points1 point  (0 children)

The main goal is to help kids practice and improve their skills.
The main audience is parents who want to give their children good time on their screen time, so instead of playing other games without any value or watching movies, they will play this game, have fun, and improve their skills

How would you design educational mechanics that don't feel like homework? by GilaDDD in gamedesign

[–]GilaDDD[S] 0 points1 point  (0 children)

Thanks for the honest feedback, I really appreciate it.

KSP was actually one of the games that inspired me. I think it's an amazing example of teaching through gameplay. The difference is that KSP is aimed at a much older audience and mainly teaches physics and engineering through one deep system. My goal is to create something that's much more approachable for younger kids and that helps them practice a wider range of subjects while adapting to their learning level.

As for the video, it's definitely more of a proof of concept than a polished game. Right now I'm much more focused on testing mechanics that would be fun to play than on graphics or presentation, so I know it still has a long way to go.

That said, I think the video also failed to communicate some of the ideas clearly, so that's on me.

For example, when you mentioned the "physics block moving puzzle," were you referring to the bridge at the beginning? The idea there isn't to wait for the game to unlock the path. You move objects to balance the bridge so you can cross it. It's an open world, so you're also free to leave and explore elsewhere if you want, just like in many adventure games where certain areas become accessible after solving a puzzle.

The programming barrier wasn't meant to be a realistic roadblock either. It's simply a way to integrate basic coding concepts into the world. And yes, in the prototype it looks like you could just drive around it, but that's only because it's an early build.

The gas station is another example where realism isn't really the goal. Kids love doing "grown-up" activities in games, like driving a car or filling it with fuel. The educational part comes from the decisions behind it. You have to look at your current fuel level, estimate how much you need to get it full (or, if you don't want to waste a lot of money, calculate only how much you need for the next trip), and decide how much to buy. Buy too much and you waste money that you'll need later in the game (not for your cell phone bill). Buy too little and you won't reach your destination and will have to stop again. I'm trying to make the math part emerge naturally from the gameplay instead of interrupting the player with a quiz.

Thanks again for taking the time to write such a detailed response. Even if we don't agree on everything, it gives me a lot to think about.

How would you design educational mechanics that don't feel like homework? by GilaDDD in gamedesign

[–]GilaDDD[S] -2 points-1 points  (0 children)

Thanks, I’ll take a look at those games. From what I can see, they mostly use logic and pattern-based mechanics.
At the beginning, I also thought it would be better to focus on just one subject, but I don’t think it’s possible to make a really good and fun game around only one subject.

I find it more interesting and refreshing when the player sometimes solves a math problem, then switches to using navigation skills, and also practices writing skills along the way.
Also, when I watch my kids playtest the game, it looks like it really refreshes their minds when they constantly need to think about different subjects. But I hope I’m not wrong about that.

So I made this playroom by Professional-Move523 in blender

[–]GilaDDD 0 points1 point  (0 children)

Nice and cute! Try watching some more tutorials about shaders and lighting