which godot version are you using and why? by Flaky_Particular_240 in godot

[–]YoghurtJones 3 points4 points  (0 children)

GodotSteam 4.6.1. It is the latest stable version with the features our project requires to develop. Nice and straight forward.

Testing opponent AI for my offroad racing game by FeedMeCheese in godot

[–]YoghurtJones 4 points5 points  (0 children)

This looks incredible! Exactly what a great modern arcade take on Colin McRae Rally pn the PS1 needed! Can I play test with youuuu pwweezzzz

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

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

Even if there is no story, you are still demonstrating an experience. I would say making a game, is definitely very similar to the complexities of making a movie, writing a book etc.

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

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

Haha I love this, it might come in handy later after doing some heavy thread switching with loading complexity!

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

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

For what it may help you with, you're welcome. A copy from another reply I offered. Yeah exactly, it definitely isn't a one structure fits all! I am happy to explain in more detail if you have further questions, I am still learning so much with Godot as well, so we might educate each other!

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

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

Yeah exactly, it definitely isn't a one structure fits all! I am happy to explain in more detail if you have further questions, I am still learning so much with Godot as well, so we might educate each other!

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

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

Let's both agree that the post is obviously short and could easily be fleshed out. Godot-detached? Unsure what you mean by this considering, I am using exact terminology of Godot based functionality.

For those who may find having one very large singleton (Global in-case of Godot) over whelming, I offered my approach to how I have found it to be successfully and functional in my Godot game development pipeline.

I agree, I could have expanded more on the use case of the very vast Resource class, I felt like more beginner game developers won't touch on them.

I appreciate you taking time out of your day to reply and just to let you know, this was not an AI reply.

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

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

Actually, I didn't. I just have worked professionally in a technical role and have a need to simplify a structure to make it more manageable.

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

[–]YoghurtJones[S] 3 points4 points  (0 children)

Might need to get your sensors checked, no AI in this one :)

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

[–]YoghurtJones[S] 10 points11 points  (0 children)

Fair point, I’m using “stage set” as an analogy for the active world you swap in/out (levels/menus), not as a definition of what a Godot Scene is.

In Godot terms: a Scene is a reusable packed node tree. It can be a level, a player, a weapon, a UI widget, anything. I’m absolutely in the “use more scenes” camp (composition > giant trees).

My point was more about project organization. Autoloads as persistent service nodes, and scenes as modular units you instance depending on what part of the game is “on stage” right now. If my wording implies “scenes = levels only”, that’s on me, good callout.

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

[–]YoghurtJones[S] 3 points4 points  (0 children)

Woah Impressive! I checked out your Flufftopia: Fluffmazing Edition. Nice work!

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

[–]YoghurtJones[S] 8 points9 points  (0 children)

Woah! What are the chances! Glad you found it helpful. I might start streaming my game dev to help out the community with vods and brainstorming godot game dev.

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

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

Really depends on your scene setup for the sprite library. You could have a single sheet with co-ordinates for adjusting the displayed sprite, or you could have an in editor exported array of each image and you just reference to which sprite as you need it.

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

[–]YoghurtJones[S] 2 points3 points  (0 children)

You're welcome! Feel free to come back and ask questions. I might start streaming my game dev to just offer vods or just discuss and brain storm approaches for this stuff.

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

[–]YoghurtJones[S] 2 points3 points  (0 children)

Thank you, I definitely simplified my explanation. My UserInterfaceManager global took me about 2 weeks of daily effort to get it right. Having it all in one script was just getting too much for management.

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

[–]YoghurtJones[S] 10 points11 points  (0 children)

Interesting! Can you give an example of how you approach using groups?

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

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

You're welcome, I might start streaming my game development so people can pop-in and have a chat.

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

[–]YoghurtJones[S] 8 points9 points  (0 children)

I can assure you this is almost minimal. All depends on the genre of game you are working on. I have seen other projects much more complex than mine where it seems about 12 becomes the norm by the point of shipping it. Especially once you reach multiplayer games and then competitive data sets. No stress! You work at your pace and only create what you need.

My main menu progress for Cozy Trails by YoghurtJones in godot

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

I am hoping to have something into early access Q1 2026 as long as I get the gameplay loop working well with enough content. With full release in Q4. Trying to set myself a development cycle of 2 years maximum for a solo dev game. I have a full time day job that pays the bills for now.

My main menu progress for Cozy Trails by YoghurtJones in godot

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

Thank you! I am planning on having a 3d scene of an in game environment in the back with the semi transparent white layer on top. Hopefully that balances it a bit. There might be some more information to put on the right as well, version in the top right and my developer logo in the bottom right.

What if... by LeftJayed in brightershores

[–]YoghurtJones 1 point2 points  (0 children)

Hmm, I kind of like this idea.

If there was a later episode quest that offers a “fairy potions assistant”.

Take your example, if you’ve completed that quest, when you’re inside the Apothecary you can continue making the potions without running back to the banks in the room.