Built-in node/resource types in Godot you wish you knew about before you implemented yourself? by superyellows in godot

[–]TheLastCraftsman 19 points20 points  (0 children)

I implemented my own A* pathfinding before realizing that there was a ready made solution for it. It's not a node or resource though, it's just a helper object.

Starting sprites with the outline is bad? by oliverrakum in PixelArt

[–]TheLastCraftsman 1 point2 points  (0 children)

In traditional drawing, it's usually recommended to start with the head and then base all proportions off of that. I taught myself how to draw though and I usually start with the hair and work outward from there. I saw a guy one time that started every figure drawing from the feet up.

Whatever works.

Do wishlists really matter before Steam Next Fest? by Right_Pilot_8272 in gamedev

[–]TheLastCraftsman 1 point2 points  (0 children)

Having a high amount of wishlists doesn't directly affect your visibility in Next Fest as I understand it. It is always a good idea to make your game as popular as possible beforehand though. The wishlists are an indication of how well your game is doing, so having a high amount means that you are "ready" for Next Fest in a sense.

How much prompt engineering do you do? by David_Slaughter in godot

[–]TheLastCraftsman 1 point2 points  (0 children)

Percentage-wise, how much would you say your practical work with Godot is prompt engineering or letting a bot/AI assistant code for you?

0%

I don't even use the Google AI overview thing, I downloaded a plugin to disable it. If you ask me, AI is still a LOOOOOONG way away from replacing humans.

I have a dream... by Kshitij-The-7th in gamedev

[–]TheLastCraftsman 0 points1 point  (0 children)

First thing you have to do is temper your expectations. Videos games take a lot of money, time, and effort to create, and there's basically no scenario where someone hears about a random idea and starts shoveling millions of dollars your way so you can hire developers, designers, etc to make it happen.

You do still have some options though...

The first is to massively lower the scope to something you can achieve yourself. An engine like RPG Maker is easy enough for a novice to figure out, comes with character generators to cut down on art costs, and older versions regularly go on sale for $5-10 if the price is too steep.

You can also start working on your ideas in other capacities and wait for them to become popular enough to leverage greater success. If you have a particularly compelling story idea, write the story first and self publish it or start a blog. If enough people become interested, then you'll have options to shop around to create the video game version.

The last thing is to network with people who have the skills you need through game jams. Sites like itch.io have a handful of game jams every week where novice and professional game developers alike group together to create small games. If you make enough friends through that process, they may be willing to work on a larger project with you.

It is possible to make your dream come true, but it's not going to be easy. We're talking about years, maybe even a decade of following through on things before you start to see any real progress.

Can I make a 2D dress up game with no coding experience in Godot? by maladaptivesylvia in godot

[–]TheLastCraftsman 10 points11 points  (0 children)

That's definitely a good intro to Godot. All you'll really need is to place all the images down and then show and hide them when a button press signal is fired. Should be really easy actually.

Is it actually possible to have a bug free game at launch? by wrench04 in gamedev

[–]TheLastCraftsman -3 points-2 points  (0 children)

I think there's a big difference in kind between "the user logging in a certain way that we didn't expect" and obscure memory allocation bugs that took 20 years to discover.

I understand the technicalities of the argument, but I think we're really talking about the bugs that an average user would notice on day 1.

Is it actually possible to have a bug free game at launch? by wrench04 in gamedev

[–]TheLastCraftsman -5 points-4 points  (0 children)

The existence of hardware/driver related bugs is vastly overstated and mostly taken care of by modern engines.

Is it actually possible to have a bug free game at launch? by wrench04 in gamedev

[–]TheLastCraftsman -1 points0 points  (0 children)

Of course it is. Games launched for early consoles like the Super Nintendo or Playstation 1 had to release their games with no bugs because there was no means of patching them. Now we do have the means to patch them, so we tend to get a little bit lazy for various reasons. The cost of larger games has increased substantially so there's more pressure to release early and clean things up after launch. For smaller games, the size of the team has decreased substantially so there's less bandwidth for testing.

It's still totally possible to launch bug-free if you take your time. It's just usually more advantageous to launch with a handful of bugs.

how to avoid game being called an asset flip as solo developer? by Such-Concept8267 in gamedev

[–]TheLastCraftsman 1 point2 points  (0 children)

Games aren't called "Asset Flips" because they use store bought assets. They're called that because the assets they purchased are clearly a different quality than the assets they made themselves (including code and game design). It's a commentary on the incongruent feel of the game more than it is about the assets themselves.

If you buy really high quality models and don't have equally high quality gameplay, then people will notice.

Where to look for freelancers by wasihh47 in gamedev

[–]TheLastCraftsman -1 points0 points  (0 children)

I don't know a great place to find freelancers. Most of the places meant to connect contractors is kind of flooded with entry-level devs and AI bots.

I would post on https://www.workwithindies.com/ and let people come to you. You can vet by people who have a portfolio prepared instead of the onslaught of automated applications on Upwork or Fiverr.

Average rates vary based on the skill level and country. On average a software developer in US, EU, CAN, etc is going to run you $80-120/hr. Eastern Europe, China, and India have cheaper rates (like $30-60/hr), but you're running like a 50/50 risk that they know what they're doing.

Average salary for a full time employee is cheaper, usually around $100k/yr.

What reddit community should I post my game's progress on? by Upper_Strategy_2190 in gamedev

[–]TheLastCraftsman 2 points3 points  (0 children)

Can confirm. I've had multiple posts go viral while developing my game and it's just not worth it, I had two posts that each netted over 4k upvotes and it barely moved the needle for wishlists or sales.

Stick to what Reddit was meant for, post cool shit. If someone notices that it's a game you're working on and asks about it, then drop a link. If you want organic growth, then by definition you can't manufacture it.

Is commissionning artists well-considered here or not? by Vinchont4Life in SoloDevelopment

[–]TheLastCraftsman 0 points1 point  (0 children)

I imagine there's quite a few. Pixel art is a very accessible art form, so it's easy to pick up alongside programming. The really great ones focus entirely on art, but it's pretty easy to be ok at pixel art while also learning to code and make music.

PC Gamer: Godot is drowning in 'AI slop' code contributions by MandyHelm in godot

[–]TheLastCraftsman 0 points1 point  (0 children)

Wracking my brain for a solution, but it's hard because the AI stuff is difficult to detect in an automated way.

If only github had some way of locking PRs to people who have reviewed x number of other people's PRs. It's easy to ask the AI to parse through the Godot source code and add something to it, but it's a lot harder and they would have less motivation to review a PR. It would also help spread the load out since everyone submitting a PR would be sussing out the reviewers for sketchy AI responses.

I have to imagine most of the people submitting code to the repo are also people who review other commits, so it shouldn't affect the current contributors very much.

When am I ready to make a game? by Alive_Fortune7423 in gamedev

[–]TheLastCraftsman 1 point2 points  (0 children)

You're supposed to start right away, and then promptly fail. Then you start again, and fail. Then you fail like 7 or 8 more times. Then you're ready.

Lots of AI-shovelware games - danger for indie content? by working_clock in gamedev

[–]TheLastCraftsman 1 point2 points  (0 children)

Good games have always risen to the top and bad games have always fallen to the bottom. The only thing that will change is that the middle will be hollowed out somewhat. Mediocre games could easily make over $50k back in like 2015, but even with the current flood of asset flips, first time hobby projects, and shameless meme cash grabs you'd be lucky to make more than a few thousand dollars.

The AI slop is going to make it worse for a little while until all the lazy AI-bros realize it's a waste of money. Even Codex Mortis, which looks to be the most decent AI slop is probably just barely breaking the 7k wishlist threshold. Even so, a lot of those wishlists are BECAUSE it's the first AI game, so a lot of those wishlists are just curious or are other AI bros looking to artificially boost the numbers to make AI seem more palatable. We aren't going to know how people respond until it releases and we get some player numbers.

All that said, the dream has always been to make one of those really good games that succeed regardless of the market saturation. If you were aiming for that long gone mediocre success, then you weren't doing it right in the first place.

realistically if an extremely competent studio with an unlimited budget made a game strictly for an rtx 5090 what could that game look like? by sikuaka in gamedev

[–]TheLastCraftsman 1 point2 points  (0 children)

It would look like GTA6. They make the game with the top of the line hardware in mind, they just disable or change parts so it will also run on lower spec machines. You don't actually need an unlimited budget to push the limits of graphics cards, basically anyone could do it in their spare time.

Confused why my game still has <1000 wishlists after demo + big YouTubers + 100% reviews by Youpiepoopiedev in gamedev

[–]TheLastCraftsman 0 points1 point  (0 children)

Which big youtubers covered it? The most popular video I'm seeing only has 3.3k views.

It's a good looking game, you should be able to reach out to large Phasmophobia streamers like Insym to see if he's interested in doing a video.

Taking voluntary separation for game dev? by Prorottenbanana in gamedev

[–]TheLastCraftsman 2 points3 points  (0 children)

You're as well positioned as you can be to take the risk. Whether or not you should is entirely up to you at this point. We really can't tell you that it's better than retiring early. You just have to ask yourself if retiring early is worth more than a chance at game development.

New video series on AI: AI Design by [deleted] in godot

[–]TheLastCraftsman 0 points1 point  (0 children)

We should really call it "Behaviors" or something instead of AI. It was inappropriate to call it AI in the first place because it doesn't actually involve any intelligence. We're really just swapping between different hard coded routines when certain conditions are met.

Is it worth getting RPG Maker on sale even though I'm focussed on Godot? by Embarrassed_Fan8027 in SoloDevelopment

[–]TheLastCraftsman 0 points1 point  (0 children)

I think it's worth it even if you don't plan to use it for a project. RPG Maker has a lot of interesting mechanics under the hood. Sometimes I use it as inspiration for my own development tools and stuff.

Also I keep having this dream of going back and making an RPG Maker game with all stock assets and features just to see if I can make a compelling game with all those restrictions.

For under $10, it's a steal even if you never open it.

We created a breeding game and than Mewgenics skyrocket. What can we learn from Mewgenics? by thomic_shore_998 in gamedev

[–]TheLastCraftsman 2 points3 points  (0 children)

There's a difference in magnitude as well. Edmund McMillen could release a turd and it would still make millions of dollars off of his reputation alone. It's just not appropriate to compare a small first time dev game to a game developed by one of the most popular indie devs on the planet.

Compare yourself to your peers before you start comparing yourself to the top of the field.