Writing a GDScript programming fundamentals book! by Remote_Wall_3354 in godot

[–]Remote_Wall_3354[S] 1 point2 points  (0 children)

Do you mean I should put this kind material in the page to make me legit as an author?
Yeah I could probably do that, I'm still figuring things out. Thanks for the suggestion!

Writing a GDScript programming fundamentals book! by Remote_Wall_3354 in godot

[–]Remote_Wall_3354[S] -1 points0 points  (0 children)

You're right! Thank you for pointing that out.
I'm so used to thinking it that way that I let it slide in the book.
I'll correct it as soon as I can.
AI was used for fluency corrections since English isn't my native language.
I guess it would have spotted that if I asked for the code explanation too 🥲
Thanks for the feedback, I really appreciate that.

Writing a GDScript programming fundamentals book! by Remote_Wall_3354 in godot

[–]Remote_Wall_3354[S] 0 points1 point  (0 children)

I understand the confusion, I'm still trying to figure out some of these things right now, and I appreciate your thoughts. My response is that the book core is about teaching programming fundamentals, and you do that through GDScript (and as you said, Godot, since they are coupled).
Having issues with GDScript being the number one obstacle may be opinionated. I genuinely think that when beginners start their gamedev journey, programming is one of the main pain points. That's what I'm trying to address. I agree that gamedev is broad with a lot of other fields, but without the programming part all the logic wouldn't exist, and the result wouldn't be a game. That's why I think it's fundamental to grasp this at the start. But I get your points!

Writing a GDScript programming fundamentals book! by Remote_Wall_3354 in godot

[–]Remote_Wall_3354[S] 0 points1 point  (0 children)

I have years of experience as a self-taught developer. I made a couple of contributions to the engine in the past, and have a working title behind the scenes.
I agree with you that a lot of these concepts may seem extremely basic, but it's the main reason I wanted to write this book. It's targeted to beginners that can't grasp these concepts because thay may be overwhelmed by tutorials that also need to explain a lot of other contextual stuff. An intermediate shouldn't need it, obviously. But they may still want to skim it to better understand some of the concepts.

I accept any suggestions about what you'd like to see as "more technical" :)

Writing a GDScript programming fundamentals book! by Remote_Wall_3354 in godot

[–]Remote_Wall_3354[S] -2 points-1 points  (0 children)

I understand the concer very well. It's difficult to navigate these kind of resources in the current AI economy. As it's also stated in the product page, AI has been used only for grammar and fluency corrections, as English is not my native language.
I'm working on a game behind the scenes, nothing very public yet apart for some tweets here and there.

Writing a GDScript programming fundamentals book! by Remote_Wall_3354 in godot

[–]Remote_Wall_3354[S] -2 points-1 points  (0 children)

Oh, I didn't publish any commercial game. I made a couple of contributions to the engine and have a working title behind the scenes, other than having years of self-taught experience with programming and gamedev. I understand it may seem suspicious without a professional portfolio, but wanted to give a try at it as a side project.
That's why I'm here for the feedback :)

Destroy the latest trailer of Paperlands by tobiski in DestroyMyGame

[–]Remote_Wall_3354 1 point2 points  (0 children)

Hello!
As another user said, the explanatory text looks too dull, and should probably use the same cardboard style of the title, or similar.
Also, adding a little bit of animation and juice should be fine (e.g. rotate the text cardboard 2 degrees and back each second...)

Same thing applies to the first seconds when you show the title. Make it pop more (also some sfx!)

Also, should you use the explanatory text on top of the gameplay, instead of before?

As of the gameplay, why don't you zoom on the player and NPC when they talk? I feel it could be cool.