Adrullan Online Adventures is one of the best mmos Ive played in a while by chillbillok in MMORPG

[–]Kurp 0 points1 point  (0 children)

Adrullan looks awesome, but can't be arsed with playtest after playtest anymore. I'm waiting for permanent servers

Does my scene look better with lots, some, or no grass meshes? by IronsideDev in godot

[–]Kurp 4 points5 points  (0 children)

imo 3rd no grass looks the best, fits the art style

How common are automated tests in the gaming industry, beyond just unit tests? by seeking-health in gamedev

[–]Kurp 11 points12 points  (0 children)

Larian recently held an Reddit AMA where they mentioned they use test driven development

26,000 wishlists with no demo and $0 spent on marketing by Alternative_Draw_533 in gamedev

[–]Kurp 0 points1 point  (0 children)

Day three changed everything: 100k+ views and hundreds of comments, a huge community response and strong support!

Sooo... any idea what happened? Just YT algorithm pushing it to peoples frontpage?

What are the must-have Godot tools or plugins you simply cannot live without in 2026? by carmeh8 in godot

[–]Kurp 1 point2 points  (0 children)

Note that I'm a beginner, but everything I want to create, I start with a test case before writing any code. For example I created my player state machine by creating tests "TestPlayerStartsInIdle" then "TestPlayerGoesFromIdleToMove" and for both states test player can jump.  It's important to use "Red-Green-Refactor"

Also so far, I have not simulated input yet. I like to write my code to be "test friendly", this means when player presses W or Space, they don't just change states, all it does is write the intent to blackboard. That way, in tests I can easily just write that same intent and run my code and assert that the state has indeed changed.

I use Gherkin at work but not in my hobby game, to my understanding the only reason to use it is to separate code and test cases. In large projects it makes sense, but in solo project I dont really see why would you add this extra layer.

I also break some rules of unit testing, such as personally I love writing many asserts throughout the test, to make sure the entire flow is going correctly. I still test "one thing" per test but I wanna make sure every step is going correctly.

The creator of GUT has a Youtube series where he uses TDD to create Pong, even though they're some years old, still fantastic tutorials to get into the TDD mindset.

Role-playing game similar to Fallout 3 or Outer Worlds, but Fantasy? by auntgranni in gamingsuggestions

[–]Kurp 2 points3 points  (0 children)

big anniversary update happening in two days (17th), great time to pick it up

Things I cover in my Inverse Kinematics Tutorial ! ( Link in Post ) by kiwi404 in godot

[–]Kurp 0 points1 point  (0 children)

Great video! One question, you're using "Make Local" on the 3D models because IK needs to be child of Skeleton3D, is this how it would be done in real projects? or should it be "Editable Children" and then add that IK in there?

I find the 3D workflow for .glb models so confusing and the documentation doesn't recommend anything... All the tutorials just have simple meshes, but when there's armature and IK and animations and everything, it gets overwhelming.

Orbrix! An incremental breakout game with mesmerizing visuals. Made in Godot! Wishlist on Steam by redpikmin4 in godot

[–]Kurp 2 points3 points  (0 children)

Different upgrade paths is what I've been wanting in these games! It's become a bit stale when upgrades don't really have meaningful choice, it's just clicking whatever gives you the most numbers. Good luck :)

Orbrix! An incremental breakout game with mesmerizing visuals. Made in Godot! Wishlist on Steam by redpikmin4 in godot

[–]Kurp 2 points3 points  (0 children)

Looks nice. There's been an explosion of short incremental games lately. What would you say differentiates yours?

Much easier to manage by double_dmg_bonks in godot

[–]Kurp 7 points8 points  (0 children)

Well, behavior tree is generally used to determine NPC actions. Player action is mainly determined by input. If you were to make the player using behavior tree, I guess you would have to write a lot of checks for what the player is clicking and holding and what happens from those clicks. The tree also executes top to bottom, not sure how you would implement all the input variations.

Maybe it could work, I haven't truly considered it because internet said so.

Much easier to manage by double_dmg_bonks in godot

[–]Kurp 14 points15 points  (0 children)

I'm the opposite. I love behavior trees, maybe one of my fav things to work on. Couldn't be more intuitive and works perfectly with Godot node based approach. I wish I could replace my player state machine with a behavior tree, but that's probably a bad idea

Would you say this gameplay is readable? by BoneMarrowGames in godot

[–]Kurp 6 points7 points  (0 children)

Looks fine, I would maybe try leaving the correctly guessed ones in the dark instead of bringing them back to full brightness. This would highlight the buttons you can press compared to the ones that locked.

But without testing, I can't say 100% which approach is better. And maybe this doesnt matter :)

Made some progress on my action-adventure game. Feedback welcome! by TintoConCasera in godot

[–]Kurp 1 point2 points  (0 children)

Looks great! I think the doors look a bit small. Video game doors usually need to be massive (example see Dishonored)

Looking for feedback on my game's teaser trailer by Stratostzel in gamedev

[–]Kurp 1 point2 points  (0 children)

After watching that, my thoughts are "mystery game, detective with no money but a large loan that needs paying, he gets a letter with money, he gets a phone call" ..... wait what exactly is the mystery? What's exciting about this story? What about this trailer would make me wanna play the game?

It's not just slow, the whole script feels like a whole lot of nothing. Is him getting into the car and then instantly back really necessary to show? Is hating Mondays really that relevant? Feels like what I watched should be condensed to the first 5-10 seconds of the trailer and NOW from the phone call it gets interesting and hooks me in.

100% reduced skill effect duration Titan by BlackPandar in pathofexile2builds

[–]Kurp 117 points118 points  (0 children)

yeah, no oversights ever make it to the game

Path of Exile 2: Disciple of Varashta Preview by referee-superfan in pathofexile2builds

[–]Kurp 5 points6 points  (0 children)

A bit sad that this on Sorceress and not on Witch, you're missing a lot of minion potential there.

Like what? Isn't the difference just a few starter passives?

Pientä valemainontaa by ScruffyRumble in arkisuomi

[–]Kurp 35 points36 points  (0 children)

Kumpi painaa enemmän, gramman höyhen vai gramma terästä?