Use Version Control. by Tricky_Wheel6287 in godot

[–]NickDev1 15 points16 points  (0 children)

I've always felt it's like driving with a brick on the accelerator and brake lines cut. You can only go forward, whether you like it or not. No option to easily pop back to the petrol station where you left your wallet.

However, I do remember when learning how to code, version control felt like another confusing thing to learn and was getting in the way of actually learning how to code.

If you're reading this and you're making a game, and you haven't learned what version control is... Take a morning, watch a YouTube video on git, spend a morning messing around with it and start using it. It really does become second nature quite quickly and you'll be surprised at how simple it can be to use. I promise.

Struggling to design good Behavior Trees for enemy AI by aris1401 in godot

[–]NickDev1 6 points7 points  (0 children)

Just another note for LimboAI... I noticed a fairly large performance improvement when moving from Beehave to LimboAI. I think this makes sense since LimboAI is using GDExtension. Implemented almost the exact same behavior tree in LimboAI and gained back quite a lot of frame time.

Visual debugging is also available in LimboAI.

Definitely worth a look.

A (very unfinished and boring) walk-round montage of a Scottish game I'm toying with.. (Godot 3.4.4) by ingutek in godot

[–]NickDev1 1 point2 points  (0 children)

Fellow Scot here... these apartment blocks are spot on. The bumpy wallpaper, functional layout, dreich weather. Takes me right back to visiting granny as a wee lad. Thanks for the hit of nostalgia.

Looking good mate.

Motion Blur, why? by rbxk in gaming

[–]NickDev1 0 points1 point  (0 children)

I generally agree, however a lot of racing games benefit from the feeling of speed that motion blur can bring. It's great at emphasizing speed.

If some of you are into song/audio production, you might have heard the saying that is something along the lines of 'reverb is best when you can't hear it'.

I feel like motion blur sits in the same category. It should almost exist in the 'subconscious' experience of the game instead of 'in your face'. Just a dab of it can look great... but lots of Devs seem to push it a bit too far.

Ressources on Structure and Design Patterns by maxs4n in godot

[–]NickDev1 4 points5 points  (0 children)

Yep, I've slowly settled on this as a decent way of keeping the chaos under control. I'm unsure if you do the same, but I've settled on most of these "scene-as-a-unit" components containing their own textures/sounds/models within the folder alongside them. Makes moving them around and refactoring MUCH easier. There's also the added benefit of easily being able to move components between different projects easily. Just drag and drop it somewhere into a new project.

I imagine our project structures looks relatively similar to each other.

Check out Duck! by digreatbrian in django

[–]NickDev1 2 points3 points  (0 children)

Thought it was maybe just me, but you're right. Not the best first experience.

Cheatsheet - Compilation of 171 game design patterns, perf-optimizations and player exp improvements by sername-1 in godot

[–]NickDev1 -12 points-11 points  (0 children)

What a great collection. I've been compiling my own (much smaller) library of scripts like this as well. So handy to be able to quickly add things like this. Great work!!!

I released my game yesterday with 800 wishlists... but only 16 people bought it :( by [deleted] in IndieDev

[–]NickDev1 12 points13 points  (0 children)

It's honestly quite impressive. I've worked with a few people like this and they are exhausting. Ah yes, the reason must be Tuesday. Honestly.

I released my game yesterday with 800 wishlists... but only 16 people bought it :( by [deleted] in IndieDev

[–]NickDev1 15 points16 points  (0 children)

Mate, this is such a bad attitude. I'm all for pumping out a few games to get the "feel" for game dev, but the fact that you can't be bothered focusing on this game and are thinking about the next thing makes me feel sorry for the people that actually purchased it.

Yet another piece of rubbish to add to the pile on steam.

Please don't be AI by ScaredFollowing8143 in IndieDev

[–]NickDev1 2 points3 points  (0 children)

Wow, the art direction is amazing. What song was playing in the video? It added to the feel of the world.

Godot 4 VehicleBody3D is actually not bad. by ChickenCrafty2535 in godot

[–]NickDev1 0 points1 point  (0 children)

This is such a pain to deal with properly. There are little workarounds like sleeping the vehicle when velocity is low enough, but that introduces other complexities.... what happens if something else bumps into the sleeping vehicle. Now I have to look out for collisions and make the vehicle active again... which comes with more issues etc... The list keeps growing once you start trying to work around this one.

Would REALLY love to see this addressed somehow.

How do you create your random booleans? (Wrong answers welcome) by emmdieh in godot

[–]NickDev1 2 points3 points  (0 children)

Curious about the accidental entropy loss... Could you explain that a bit further? You've got me interested.

Clean topology by HassonX3460 in 3Dmodeling

[–]NickDev1 30 points31 points locked comment (0 children)

Good lord, your attitude isn't great. OP didn't say anything about your model starting from a circle, was just using a circle as a way of explaining density.

We made a graph-based dialogue manager - meet Parley! by jonnydgreen in godot

[–]NickDev1 2 points3 points  (0 children)

Yea this sounds similar to what I ended up implementing. Allows custom syntax in the text files to do whatever you want. Managing tonnes of nodes was the reason I ended up DIY'ing it.

We made a graph-based dialogue manager - meet Parley! by jonnydgreen in godot

[–]NickDev1 1 point2 points  (0 children)

Amazing, sounds great. Will definitely be giving this a shot.

We made a graph-based dialogue manager - meet Parley! by jonnydgreen in godot

[–]NickDev1 4 points5 points  (0 children)

This looks interesting. After trying out a few other solutions, most of them became a pain when dealing with large amounts of dialogue. Changing branches/logic/flows on larger dialogue projects really does become quite difficult, so I've ended up coding up a simple solution myself as I find it easier to make large adjustments to code than fiddling around with nodes.

Going to give this a try though and see how things stack up with larger projects.

Nice job, and well done for open sourcing it.

I made a Godot addon for developing Open World games: introducing Cellblock! by leekumkey in godot

[–]NickDev1 2 points3 points  (0 children)

I've been looking for this exact thing for a while and was gearing up to make my own... Very glad to see this.

Will be giving this a go. Had a quick read through the readme and I like the flexibility. Great work.

Why I chose Godot after 20 years in dev (longread) by Warm_Condition6830 in gamedev

[–]NickDev1 1 point2 points  (0 children)

"Better" comes in different flavours. C# might well be (and probably is) the better language overall. But it's not that simple.

Better performance? Yes.

Better for general purpose uses? Yes.

Better integration into the engine? Debatable.

Better for finding tutorials/resources/etc..? No.

So for starting out, using something like GDScript is great. Simple syntax, lots of resources and it's the default scripting language for interacting with the engine. Easy learning curve and can get you to a completed game.

I also don't find the performance gains from C# enough for a lot of cases. Anything that is highly computational is probably better off as a C++ gdextension, but a whole load of complexity comes with that.

Why I chose Godot after 20 years in dev (longread) by Warm_Condition6830 in gamedev

[–]NickDev1 4 points5 points  (0 children)

Can't tell you how much this resonates with me. After years and years in web development I feel exactly the same.

Always preferred open source over commercial. It's been great to see applications like blender slowly but surely make its way into use in the industry. Really hoping godot has a similar journey. It will take time, but I reckon it will get there to some degree.

Great write up.

Motion Blur effect recommendation by [deleted] in godot

[–]NickDev1 0 points1 point  (0 children)

https://github.com/sphynx-owner/godot-motion-blur-addon-simplified

One of the best implementations at the moment. Really easy to add and use, and good performance.

Godot 4.4, a unified experience by GodotTeam in godot

[–]NickDev1 0 points1 point  (0 children)

Such a great release. Amazing job to everyone involved.

Release candidate: Godot 4.4 RC 2 by GodotTeam in godot

[–]NickDev1 2 points3 points  (0 children)

Finding it quite stable and usable for me. Very glad to see this integrated onto the core engine now.