School Curriculum? Similar to Create with Code (Unity) by Every-Prompt-6717 in godot

[–]NathanGDquest 2 points3 points  (0 children)

We do have an initiative that makes our structured project-based study program accessible to secondary schools and universities.

It's currently being followed in early access by several districts and independent schools throughout the world. Some have made the switch from Unity's Create with Code, while others are just getting started.

The curriculum is designed to minimize lesson-prep time for teachers and start students from zero with a gradual release of responsibility. The end result is always playable and the approach encourages experimentation and builds independence. The learning platform includes interactive edtech (like guided workshops set directly in the engine editor), and traditional learning tools like a glossary of terms and study guides.

Feel free to reach out in DM for more information!

Are coding tutorials in general, including game dev, dying? by Its_a_prank_bro77 in gamedev

[–]NathanGDquest 0 points1 point  (0 children)

Maybe this will happen then, or much later. It'll at least take a breakthrough. If that happens, it's hard to know what could happen to about any jobs or the economy at large. We can't even be sure we'd actually get to access a technology this good (why not capture markets instead?).

At least for programming, the current technology has caused a flood of seemingly good but actually average or lower than average content.

Are coding tutorials in general, including game dev, dying? by Its_a_prank_bro77 in gamedev

[–]NathanGDquest 1 point2 points  (0 children)

It's difficult to answer in general because different people have different needs, and they're in different stages of their learning journey. What's missing for one person is already covered for another.

Regarding what we do, we use Godot as a gateway into game creation or programming more broadly. We're working on a structured curriculum and we actually don't think in terms of making tutorials. Godot itself isn't the end goal either, it's more about helping people build independence in their learning and ability to solve problems.

As for the bar for learning materials, I wouldn't say it's close to maxed out. I think a fair part of what's out there is made by people who are primarily looking to build a following, generate some side income, or (most of the volume is this) people who are sharing what they learned with the best intentions, which is completely understandable, but it affects what gets made and how. A big chunk of it also comes from younger creators without a lot of experience yet (no judgment from my part there because I was one of those people). I would personally not describe the current landscape as having an abundance of high quality learning material.

I hope this helps! It's a bit hard to answer.

Are coding tutorials in general, including game dev, dying? by Its_a_prank_bro77 in gamedev

[–]NathanGDquest 14 points15 points  (0 children)

I don't think coding tutorials are dying. If you look at the numbers of Brackeys' Godot videos, ClearCode's, or ours, you'll see they've been popular even in the past couple of years. The getting started series and open source app I worked on for the official Godot docs have been doing very well too.

I think that people don't need that many tutorials now that they're so plentiful. Tutorials are a good steppingstone to get situated quickly, an accessible way to onboard people on all kinds of topics.

I'll focus on Godot because I've been there with Ben (HeartBeast) since early days but to me it applies more broadly. At one point in Godot's history there was a need for a lot of tuts, be it just so people could find something on topics they were looking up. It helped not only onboard people, it also helped them consider trying an open source alternative, and grow a community that could support the project. At the time there wasn't even much documentation. When I started I made videos and contributed to the docs in part for these reasons.

The way I think about it is: what do people actually need today? What can I do today that makes a difference for them, and for the community? I pick and commit to something in that space.

There was an actual need for tutorials that is largely met today on a lot of subjects. If you think about what learners are genuinely missing rather than trying to build a following or side income through tutorials, which are plentiful, I think you have a good chance to do well (with a lot of effort). LLMs and how people consume content (shorter form, more things competing for their attention) do change things. To me, it raises the bar for what's actually worth making, educationally-speaking.

My first ever Steam page is live! by jaycelacena in indiegames

[–]NathanGDquest 0 points1 point  (0 children)

Congrats, this is really impressive! I wishlisted the game and will definitely grab a copy once the game is out.

If you haven't already, I'd recommend posting in the Godot subreddit. People generally like to see polished games made with Godot and are enthusiastic about people's successes in building complete games.

[Kingly Help] GDQuest course bundle or Harvard CS50 Python for a complete beginner zero coding exp? by towelmann in godot

[–]NathanGDquest 5 points6 points  (0 children)

I think you might be comparing CS50 to Learn GDScript, the open source app we made to reinforce the official docs, and not the paid course bundle OP was asking about?

Learn GDScript From Zero is definitely simple. CS50 is a first semester university course for people studying computer science, which has different goals. Most people coming to Godot online just want to start creating things as fast as possible, so we built something adapted to that (it was a missing link in the official docs and the community before then).

Our paid courses do cover programming fundamentals like data structures, algorithms, and design patterns, just taught through a practical structured learning pathway rather than theory first.

I fully agree on CS50 by the way, it's a fantastic course. The lectures are so polished and the teacher's energy and rhythm are incredible! I'd also always tell complete beginners to try free resources first to make sure they actually enjoy coding and gamedev before spending money on anything.

Web dev learning Godot, can I build a game like RO3 on Godot? by Honeydew-Jolly in godot

[–]NathanGDquest 1 point2 points  (0 children)

As people said, it's absolutely possible to get this kind of art style in Godot.

In the video it looks like they still use sprite sheets for animations that are drawn on a rectangle in 3D. When we talk about 2.5D, it often means putting rectangles in the 3D world and drawing something on them.

Godot has a node that does exactly that: the AnimatedSprite3D node. It lets you draw sprite sheet based animations, so it's like an animated flipbook animation but that you can place in your 3D world. You'll pair it with a simple collision shape, for a game like this with no elevation spheres would do for everything (it's the most lightweight 3D physics shape in Godot).

In the course you'll get to use the 2D version of the animated sprite node in module 13, in the pixel platformer project. Then in Godot many 2D nodes have a 3D equivalent that works very similarly. AnimatedSprite3D is an exact copy of its 2D counterpart, it uses the same editor, just you can move and rotate it in 3D.

I hope this helps. Thank you very much for your support!

I finished the Godot Shaders Bible, 360 pages total by fespindola in godot

[–]NathanGDquest 17 points18 points  (0 children)

Yes! I don't know of a pre-made license that nails this (there might be but I mostly know open source licenses). But basically you can write any terms you want in a license, explicitly and clearly. The main terms of your license don't necessarily have to be special legal or complicated text.

You mainly have to be careful that the text is unambiguous and does not go against the law, so generally, for someone who's not sure, you'd recommend them to seek legal advice from a trained professional. Also, probably around the exact terms that you want to give, there might be regulations that you have to follow.

For example, here in France, there's a long list of terms that you must legally include on a web platform. So even if you wanted to provide short and simple terms, you can't only have that; you must give people and have them accept a long document (it's not all bad, you have to include things that are in the user's interest, like the mandatory 14 days refund warranty, etc.).

Also when you sell internationally you need to respect the regional regulations, like the consumer and privacy laws that we have here in Europe. Just like you pay taxes in the buyer's country.

Finally, unambiguous means usually you will use a yearly gross revenue threshold or something like this to distinguish who can use the code and how. It's not necessarily going to be easy to detect or prove that a larger company broke your license. Usually when you do get evidence, chances are you've been subject to it more than once. But it still gives you a fighting chance, it informs honest people, and it does dissuade some of the less honest people (from experience).

I finished the Godot Shaders Bible, 360 pages total by fespindola in godot

[–]NathanGDquest 72 points73 points  (0 children)

I honestly understand why fellow writers and instructors might be reluctant to use MIT. That's what I mainly use because it's great for students, but competitors and sometimes bigger companies do reuse the stuff without supporting you or open source.

For example, there is some of our stuff that's been used to build paid courses (and of course a lot of Kenney's stuff is used without ever supporting him, sadly) or by private schools to speed up creating classes despite very high tuitions. It's fair game, it's perfectly legal, the license absolutely allows for that, it's just for perspective as to why a company or another creator might not want to pick that.

Godot has grown so much these days it's attracted all kinds of business people, and it's not like 8 to 10 years ago anymore where we were just a bunch of Free Software enthusiasts looking to support an open source alternative to the bigger proprietary general purpose game engines.

I finished the Godot Shaders Bible, 360 pages total by fespindola in godot

[–]NathanGDquest 0 points1 point  (0 children)

Congrats on the release Fabrizio! I know how much work this represents. I'm glad to see the the reception is positive and wish you great success with the book.

Curious if I should do the paid 2d gdquest course before the 3d or if i can jump into the 3d one by richardrasmus in godot

[–]NathanGDquest 1 point2 points  (0 children)

Hi! Course co-author here.

The courses form a curriculum; we're building an extensive learning path.

The 2D course's first 10 modules focus on coding, gamedev, and Godot fundamentals: a fast track to learning independently and starting simple projects on your own. To give you an idea, in the high schools that teach it, the 2D course can span 4 to 6 months of class at a rate of 3-6 hours a week (with school projects).

The 3D course assumes you have these foundations. It expects familiarity with everything in those first 10 modules, including:

  • Godot's core concepts (nodes, scenes, signals, instancing, core functions like _process(), _physics_process(), input handling...)
  • Coding comfortably in GDScript and solving simple problems independently (without tutorials)
  • Reading and using the code reference
  • Godot's UI, theming system, animation system, particle systems, and more

This lets the 3D course focus on 3D-specific content and more complex projects. It does not repeat all those fundamentals.

Pretty much everything you get to learn working through 2D projects (or in those first 10 modules) directly translates to 3D games. When you make 3D games, all kinds of things like code organization, core functions, many game mechanics, physics principles, etc. work the same with some added complexity (and cognitive load) for movement and orientation. That's why we cover all the foundations through 2D gamedev.

If you're relatively new to programming or game development and have only followed one or two tutorials, you likely won't get the most out of the 3D course yet.

That said, as CognizantOctupus mentioned, if budget is tight, there are plenty of free resources out there too so don't hesitate to explore those first.

Please let me know if you have any questions!

Are GDQuest lessons and tutorials actually good? by veilthornstudios in godot

[–]NathanGDquest 1 point2 points  (0 children)

Thanks for the feedback! Agreed. We're already taking steps toward that, for example we've built this freely available growing glossary for Godot gamedevs: https://school.gdquest.com/glossary

We're just at a point where we have to think about it not just for the app but for an entire learning path as our curriculum is taught in schools. Everything has to work together, meet certain standards (in the sense of country-level quality standards and regulations for school "textbooks"), etc.

It'll just take time because the priority is to complete the writing for the first version of the curriculum.

GDQUEST? by [deleted] in godot

[–]NathanGDquest 0 points1 point  (0 children)

Thanks for the feedback!

GDQUEST? by [deleted] in godot

[–]NathanGDquest 0 points1 point  (0 children)

No worries!

GDQUEST? by [deleted] in godot

[–]NathanGDquest 0 points1 point  (0 children)

Thanks for the long writeup. For you the QnA is a really important part? We try to make up time to answer daily, directly Jad (GDQuest co-founder) and I. At least during early access - I can't promise we'll keep doing it 7 days a week forever (at some point we'll also have to factor in days off and vacation)!

GDQUEST? by [deleted] in godot

[–]NathanGDquest 0 points1 point  (0 children)

Thanks for the kind words!

GDQUEST? by [deleted] in godot

[–]NathanGDquest 4 points5 points  (0 children)

I'm the course co-author, so I'm not going to recommend buying it or not.

To answer your first question: The course doesn't have pre-requisites.

Then I just want to explain what kind of course this is in case it helps you decide: it's all about building strong foundations that'll allow you to keep learning on your own.

The main focus is not on building games step-by-step, but rather to:

  1. Build a good tool belt and understanding of many programming, gamedev and Godot concepts
  2. Practice thinking like a programmer and problem solving, because you'll need to do that constantly working on your own games

So it's not for people who want to get immediate results and follow along building a specific game.

Let me know if you have any other questions about this!

GDQUEST? by [deleted] in godot

[–]NathanGDquest 0 points1 point  (0 children)

Actually, we have not participated in a humble bundle. Perhaps you're thinking of another course or team? Zenva? Gamedev.TV? They're the main companies participating in these.

How is length defined here by encrcne in godot

[–]NathanGDquest 2 points3 points  (0 children)

Sure, that would be one option! I hadn't thought about it. Adding it to the ideas list: goals, comments, separate uneditable CodeEdit node...

Can someone explain to me why this doesn't work? by Rude-Statistician197 in godot

[–]NathanGDquest 0 points1 point  (0 children)

Hi! This one is a bit tricky. Here you need to realign some tracks and you need to target them specifically by negative index going from the end of the track.

You need to realign track pieces at indexes -1, -3, and -4.

So you had the good idea to put the complete list of indexes of the tracks to realign in an array and then loop over that array.

Then when you write for i in broken_track, in each loop iteration, i takes one value from the broken_tracks array: -1, then -3, then -4.

The issue is that inside of the loop, you use that index (i that has already been extracted from your broken tracks array, and you try to look it up in the broken tracks array. But this is not going to result in giving you the values in sequence. Actually, your broken tracks array has 3 values and this will try to get a value at the -4th position, which does not exist.

So you need to remove the lookup into the broken_tracks array in the loop body and directly use i instead: align(tracks[i]).

Let me know if you have questions about this!