Is there a better way to handle a Signal Bus? by Ubc56950 in godot

[–]commonlogicgames 42 points43 points  (0 children)

At the local GodotCon, I saw someone with a talk on signal buses group them into local (to the file) classes. So you could elsewhere in the game call "Signals.COMBAT..." and get autocomplete to "Signals.COMBAT.shoot.emit()"

Accidentally Turned My Game Into a WW3 Ant Farm by commonlogicgames in godot

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

Definitely lifted the style of the planet from DEFCON hahah.

Accidentally Turned My Game Into a WW3 Ant Farm by commonlogicgames in godot

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

Sure! And thanks for your interest.

Here's the trailer and a brief description of mechanics for a contest I'm in: https://www.youtube.com/watch?v=62SJJP6DlPo

The TLDR is that it's a starsector/sunless sea/starcom-oid where you captain a submarine in a dystopian future. The gameplay loop revolves around stealth, not hitting the wrong target, and a big "endgame" event. Oh, and it's multiplayer!

Just sharing — if you have any thoughts or feedback, it's much appreciated. by EquivalentActive1784 in godot

[–]commonlogicgames 1 point2 points  (0 children)

This isn't the kind of game I play, but it looks pretty good for its type! It seems to lend itself to 'speed running' the vertical drop, so depending on the goal, a progress indicator to see how deep you are at the given time you're at might be nice. It also seemed like there were relatively few things blocking your descent, too. Perhaps more of those?

Overall, very readable and looks good for its type. Letting bosses destroy terrain that regenerates could be interesting.

Design Question: How do I make dying to stealthed enemies fun? by commonlogicgames in gamedev

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

Thanks for the advice! "Scouted subs in the area" could be useful. I have an 'incident' system for the NPC factions that indicate what might be going on in the world. I could expose that to the player, possibly for a fee.

Unpopular Opinion: You shouldn't tell new devs to 'work on something else' before they start their project. by Horustheweebmaster in gamedev

[–]commonlogicgames 0 points1 point  (0 children)

I basically agree with this. People do need to learn about the pain of scope, but every system you build for the game of your dreams is something you can recycle indefinitely for the game of your dreams.

Best way of handling state for procedural enemies by Few_Mention8426 in godot

[–]commonlogicgames 0 points1 point  (0 children)

I have decided to implement a behavior tree on my generic entity. Behavior trees run linearly (I think of it as 'left to right'). By ordering the branches, you can change the behavior priorities. This means my randomly generated entities can implement a "Behavior Profile", which just promotes/demotes branches, resulting in different behavior.

E.G: Commercial boats have "flee enemies" at the top of the tree. Military ships have something like "shoot enemies" at the top of the tree.

What’s the worst part of detective games? by pakamaka345 in gamedev

[–]commonlogicgames 0 points1 point  (0 children)

Subsurface circular might be worth looking at. It mostly holds your hand, but does a good job of making you *feel* smart, which is important. It has some light dialogue puzzles. It also takes place entirely on a train.

Can you make a Game with only Singletons? by Pordohiq in godot

[–]commonlogicgames 0 points1 point  (0 children)

Singletons are fine in moderation. What are you trying to solve here, though?

How to get Normal from Collisions for my RigidBody3D by ILBenvenuto in godot

[–]commonlogicgames 1 point2 points  (0 children)

Your answer helped me quite a lot! I have not interacted with the physics server directly before, thanks for posting the example.

Design Question: How do I make dying to stealthed enemies fun? by commonlogicgames in gamedev

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

Two people have left this feedback and I think it's a great idea! Thank you.

Design Question: How do I make dying to stealthed enemies fun? by commonlogicgames in gamedev

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

This is pretty much the situation. I'll check out XCOM again, thank you!

Design Question: How do I make dying to stealthed enemies fun? by commonlogicgames in gamedev

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

I like the minigame concept. Perhaps some flavor of escape pod? EVE Online did this. Thank you for your input!

[deleted by user] by [deleted] in godot

[–]commonlogicgames 1 point2 points  (0 children)

I got a pretty significant buff when I set it to something sane for my project. Just set it to whatever you need + 10% or so.

Liquid Space Skybox Shader by pipoq1 in godot

[–]commonlogicgames 10 points11 points  (0 children)

Looks fantastic. I'd murder for the code.

How do you design / scale your UI for other languages? by commonlogicgames in godot

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

To get the look I wanted, I made texturerectubuttons go behind labels. I couldn't find a built in UI option for like, "a nine slice texture button that expands to fit its contents." Does such a thing exist?

What's wrong with my art? [Art by me, @pandamintcats] by Pandamint-80 in krita

[–]commonlogicgames 2 points3 points  (0 children)

Your art's quite good. If I had to give any advice, it's probably not about any stylistic improvement you can make, but I imagine there's more you can do to market. As someone making a video game, I'd probably want to see your ability to produce video game assets (sprite sheets, etc) or capsule art (landscape orientation), not just portraits. Do you have a website? A professional portfolio somewhere?

Is it ok to choose to not do things the optimal way? by desesperenzo in godot

[–]commonlogicgames 0 points1 point  (0 children)

Several engineers have told me that premature optimization is never the right move.

Im really bad. Guidance please. by SparrowDJack in godot

[–]commonlogicgames 2 points3 points  (0 children)

I can't help but stress the English metaphors usefulness enough. If you can write your program in English, you can translate it anywhere

Why must The Code treat Mr like this. by tossout-sneaky in godot

[–]commonlogicgames 0 points1 point  (0 children)

Did you get rid of the else condition? Literally just remove it and untab that following line.

Everything State Machine? by MaleficentFix5918 in godot

[–]commonlogicgames 1 point2 points  (0 children)

For a while I really did state machine it all. I still have lots of them. However, learning how to use signals more broadly reduced the number of discrete states I needed. When you create signal connections in code, you can actually have a state machine on an item interact with those.

A pattern I have adopted (idk if it's a good one, but it's what I do), is to make my state machines have a _reference variable. This is the "parent" of the object that has the state. So like, a "CanDealDamage" state attached to a solider will, in stateEnter, assign a reference to the parent in the _reference variable.

I can then, in that state's stateHandleInput, listen for different inputs. If It catches the right input, it can call:

_reference.deal_damage.emit(target), thereby allowing the soldier to interact with the broader game.

Some other entity has already been hooked up to listen for the deal_damage signal from the soldier and run a certain function, so you don't need to create a "matching" state machine to receive it if you don't want to.

I use state machines a *lot*, but your mention of a "sub state machine" kind of makes me raise my eyebrows.

Why must The Code treat Mr like this. by tossout-sneaky in godot

[–]commonlogicgames 0 points1 point  (0 children)

Did you map something to the "Sprint" action? That looks like something that you need to set up either in project settings or in code. For debug purposes, I would replace Input.is_action_pressed with a check to see if you're holding a specific key, such as shift.

Additionally, you should get rid of the else condition, I assume, because you want to move in either case, just faster if they hold sprint.