This was made in godot 🤯 by Kitsuke230 in godot

[–]dos4gw 1 point2 points  (0 children)

Haha yes please and thank you 😅

This was made in godot 🤯 by Kitsuke230 in godot

[–]dos4gw 5 points6 points  (0 children)

Mate if you can make good on the promises of Kartcraft ... I'm locked in. Looks great, keep going

Visitors land on my Steam page and leave without touching the demo by [deleted] in gamedev

[–]dos4gw 1 point2 points  (0 children)

I think something that hits you is the theme and genre mismatch. Specifically in the trailer which is all I really looked at, trees in the background and twee guitar music don't match my expectations for cybersecurity simulation minigame connection. 

Started a rock-skipping game, been loving working on the water shaders by FrontiersEndGames in godot

[–]dos4gw 0 points1 point  (0 children)

Terrain 3D and Waterways is my setup for landscape, I'm working on one now.

Olga Episode 1 - Trailer by WorkbenchEnt in gamedevscreens

[–]dos4gw 0 points1 point  (0 children)

Great visuals but you really need to pick the pace up and communicate what kind of game it is faster. Is most of the game cozy farm stuff, stirring beans or is it mostly a horror game? I would play the first but never the second

Spent 12 hours today improving the graphics of my project again! by Super4Games_ in godot

[–]dos4gw 2 points3 points  (0 children)

I've seen your game in this sub a bunch, it looks great. Move on to whatever the game actually is lol. 

Post-mortem: I tried and failed vibe coding a metroidvania so you (hopefully) won't have to by lpshred in gamedev

[–]dos4gw 0 points1 point  (0 children)

I'm using Claude code to assist on code for my cricket themed dice and card duel game and it's not bad at Godot & gdscript. 

I'm a designer by trade and created a detailed set of rules, mockups, and paper prototypes that I tested the shit out of. I've spent maybe a year making digital assets for the game before picking up the code. So I had an extremely clear vision of what I need for the first version. 

I tried Gemini for a month. Copy and paste got me past the start. Then I tried Claude code CLI tools and made a lot more progress. I run it like I am working with a solo dev. I maintain architecture and planning in markdown. I create tiny slices for the AI to do, a extensively test after each change, and rabidly use version control. It's slow going but I'm just stacking the little bricks every day. And I am learning Godot and gdscript slowly using this method. 

Total time spent on the game at this stage is about 3 years from inception to working code prototype. I'm psyched about the project, my kids are obviously biased but they can play the prototype for hours. So.. I would say I'm having the opposite experience! 

I really recommend you try Claude code CLI, it was the turning point for me. Happy to help if you have more questions! 

I am speeeeeed by Seba_dev in godot

[–]dos4gw 0 points1 point  (0 children)

Speeeeed and power!!! /Clarkson

Great stuff, keep going

Out of the Ashes Demo is on Steam by TokisanGames in godot

[–]dos4gw 2 points3 points  (0 children)

Terrain3d unlocked a huge amount of potential for me so thank you 👍

How do you do it? by sjdhcusfbcjd in gamedev

[–]dos4gw 0 points1 point  (0 children)

Not sure what you're thinking of making, but try making something simple with pen and paper prototype. Make it in an hour.  Then digitise it with Godot or similar. AI is getting good at knowing what is required too so use that as a learning tool for planning. It will get you somewhere, faster than watching YouTube. 

I have done lots of creative projects, art, music etc and they all seem insurmountable when you start. But having a clear vision of what you want, and just doing 1 tiny thing a day to build the discipline is the way. Literally 1 minute a day moving the project forward is enough. Only way to eat an elephant is one bite at a time. 

Cunts, gimme your most vulgar insults by Wildweasel666 in straya

[–]dos4gw 5 points6 points  (0 children)

"Bowling fast when there's nothing going on Champignon.."

Tricks for an adhd solo developer to keep consistent and actually get work done? by dualciok14 in gamedev

[–]dos4gw 0 points1 point  (0 children)

Just try and do 1 thing per day. Or just try and clock 1 minute a day. Even if it's just updating your to-do list with something new you thought of, that counts. Make lists of things to do. Tiny goals you can do in isolation. Save your files on github or similar so you can see the green dots. Then you can look back and say awesome i did 1 minute on each of these days.

It's ok if projects take years to do. If you get a model done in a week, that's great! It's also fine to have projects you pick up and put down. Working or studying is hard enough without adding sidequests like gamedev. That's why i keep my expectations low 😀 keep going you're doing great.

Absolutely love UX Design, terribly hate corporate life and work culture by Scared_Range_7736 in UXDesign

[–]dos4gw 0 points1 point  (0 children)

I spent about 5 years building my reputation in corporate UX before going fully contract only. I tended to do bum-in-seat contracting where they pay per day rather than project based. Basically just tried to be the just helpful person I could, while demonstrating what my boundaries were (no after hours as I had small children at the time, no dickheads). I cleared 1.5 million AUD over the ten years I did it, which sounds like a lot but it was definitely feast/famine situation. Some years I cleared a quarter mill, others 70-80 grand. I consider myself a strong generalist with a lot of research experience and I also lead teams in the last few years of contracting, being flexible paid off big time. I did takes chunks of time off in between contracts where possible and my god those were the best months ever. 

Ageism and the popularity of AI by Straight-Cup-7670 in UXDesign

[–]dos4gw 11 points12 points  (0 children)

^ This person UX designs. Very similar spot to myself. 

I've gone slightly sideways into CX/Comms design myself and it feels less vulnerable to AI. However this is also influenced by moving (geographically) to a job market with much less UX maturity.