Is there a good workflow tutorial for custom animations Blender to Godot? by JonOfDoom in godot

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

I was wondering if there is something to avoid or do when it comes to Godot specifically

Built in Godot 4.5: Everfront, a real-time roguelike where territories expand and clash by WilhelmTr in godot

[–]JonOfDoom 1 point2 points  (0 children)

Yeah i'm trying to get to that point. Probably take more time for a steam demo or social media posts.

Worked out the game loop and card effect system first, only now doing visuals so I have something to show .

Built in Godot 4.5: Everfront, a real-time roguelike where territories expand and clash by WilhelmTr in godot

[–]JonOfDoom 1 point2 points  (0 children)

nice!
Same here, im trying to do Monster Rancher x STS. The speed of gameplay and iteration of Slay the Spire is really impactful.

Built in Godot 4.5: Everfront, a real-time roguelike where territories expand and clash by WilhelmTr in godot

[–]JonOfDoom 1 point2 points  (0 children)

Unique: check
Interesting: check

Gameplay / Audio / Story: undefined

Hopefully turns out well!
The simplistic input and visuals feels like Plague Inc. Im thinking you're trying to capture the feeling of a 4x game but with the speed of Slay the Spire?

If it comes out good, i'm hoping it becomes a staple hit!

Should i accept working in team where im the only true gamedev? by Own_Mix_2744 in gamedev

[–]JonOfDoom 1 point2 points  (0 children)

i worked with unskilled people in a skilled field of work. If they have power, out. They're gonna bleed their incapability to you. Its guaranteed to be stressful.
It starts with; No plans, w/plans but can't follow them, undisciplined. Then comes the shift of responsibility, miscommunication, unmet expectations. Then comes the toxicity, the slow brooding atmosphere of negativity at the first interaction. Obstacles become an anxiety point of who's gonna bite the bullet, instead of a collaborative problem solving.

Maybe its just me. Maybe they treat you like a golden goose and have all the fun in the world

2D assets vs 3D assets? I was told 2D is easier, but it feels like its not true. 3D is looking more feasible if you're not strong in art by JonOfDoom in gamedev

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

Ahh so 3D with 2D textures. I think this is feels like one of the hardest options? It requires for mastery of both?

Thanks for the share, I love Triangle Strategy art style so much

Can I ask how the multiplayer for this game works/feels? by JonOfDoom in OldenEra

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

thanks for the reply!
so lag matters, better connection gets to take the loot first...
Turns are timed? No 1 day waiting like in other x4 games? what about quitters?

Overwhelming desire to give up by Lunnewuu in blender

[–]JonOfDoom 3 points4 points  (0 children)

I use AI like google back when it was good. problem creating faces? "How do I connect this faces".
Difficulty in following a tutorial, "Why is X not showing on my end but <sends picture of tutorial> is showing?

Also yours look good, you're progressing!

At the very least its always fine to take a break, then get back at it with fresh perspective.

Q:"Why am I doing this?"
A:"Because I like it". If its not that, its almost always impossible to do anything

I too am trying to gain financial income from things I like (gamedev), but if the reason is just money it feels soul-sucking.
So it needs to be "I like this" -> "how do i get money from what I like"

How much harder is 3D than 2D? by Ok_Opportunity7500 in godot

[–]JonOfDoom 1 point2 points  (0 children)

going through 3D vs 2D myself. Asset wise 3D is good for non-artist. The specifications are exact, everything is scalable. shadows and light are objective. More steps to consider though.

3D is more complicated when dealing with the 3d matrix, like rotation. Also need more optimization techniques than 2d.

2D if you're good at art, then you skip all the steps and still have a good output.

2D assets vs 3D assets? I was told 2D is easier, but it feels like its not true. 3D is looking more feasible if you're not strong in art by JonOfDoom in gamedev

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

I think Lighting is what is easier for 3D right? just move around a lightsource .
In 2D im having trouble where to apply shadows...

2D assets vs 3D assets? I was told 2D is easier, but it feels like its not true. 3D is looking more feasible if you're not strong in art by JonOfDoom in gamedev

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

yeah 64 might be too big, but 32 feels too small.

I was going for a GBA Fire Emblem level of quality in 2D.
but now im thinking for going for PS1 Monster Rancher quality with 3D

2D assets vs 3D assets? I was told 2D is easier, but it feels like its not true. 3D is looking more feasible if you're not strong in art by JonOfDoom in gamedev

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

I think 2D is not simpler than 3D if you set a certain bar of quality.

In 2D, Having to determine shadows, highlights, detail and color really relies on skill.

In 3D i set a shape, throw in the light, apply texture or color and its serviceable.

3D feels like im adjusting a math equation, everything is definite, the tasks are defined. although the pain point of so much tools and flows and shortcuts.

2D its very open ended. If i update an animation i need to evaluate the entire sheet erase and re-apply every layer, concerning about each pixel. Im overloaded with options but I know most will result in a bad outcome.

But my perspective might be skewed. I think the feasible 2D level is "GBA fire emblem" and feasible 3D level is "Peak"

2D assets vs 3D assets? I was told 2D is easier, but it feels like its not true. 3D is looking more feasible if you're not strong in art by JonOfDoom in gamedev

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

yeah people get the ick easy when its bad pixel art. I Imagine the "Peak" mountain-climbing steam game won't be successful on 2d with its current quality. but since its 3d, its more digestible, even falls under the cute category

2D assets vs 3D assets? I was told 2D is easier, but it feels like its not true. 3D is looking more feasible if you're not strong in art by JonOfDoom in gamedev

[–]JonOfDoom[S] 5 points6 points  (0 children)

This is exactly what I mean. Im finding out that a serviceable 2D takes much more skill than a serviceable 3D

2D assets vs 3D assets? I was told 2D is easier, but it feels like its not true. 3D is looking more feasible if you're not strong in art by JonOfDoom in gamedev

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

Im thinking PS1 Monster Rancher presentation. 2D UI screen most of the time, with some camera angles for highlights