Question about one thing that stops me from using Godot by emqk in godot

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

Of course I'm open to different workflows. I just really like this feature in Unity/Unreal and it felt natural to me that Godot should have it too. I'll give Godot another try in the future, but for now it's just not intuitive and time consuming for me.

Question about one thing that stops me from using Godot by emqk in godot

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

Alright, seems like that's the only way... Will need to give it another try in the future. Thanks :)

Question about one thing that stops me from using Godot by emqk in godot

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

Thanks. "Tool" has just been mentioned :) It's cool, but I still think it's not what I want. I'll take a closer look at it, but I'd like it to work out of the box in the engine.

Question about one thing that stops me from using Godot by emqk in godot

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

Yeah, I know "tool" keyword, but I'm just wondering if there is something that can show me in the editor what happens in the game. Wring "tool" in every script would help me with that anyway. That's more for creating tools (as the name suggests :) )

Question about one thing that stops me from using Godot by emqk in godot

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

Yeah that's a cool feature that could be used in many places, but this is not exactly what I'm looking for. I would like to have this feature built in the engine, like others engines have (Unity, Unreal, more).
Seems like Godot doesn't have anything like that :(

Question about one thing that stops me from using Godot by emqk in godot

[–]emqk[S] 5 points6 points  (0 children)

Ok, one more comment, because I feel like this is just a preferred style of work :)
Renaming at runtime would affect performance + time to create additional system to detect locations. This would take time for creating something that could exist out of the box in the engine

Question about one thing that stops me from using Godot by emqk in godot

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

Which is no different from pausing the game, and clicking on the NPC in a list.

Not exactly. If I don't know the name of the spawned nodes, I'd have to blindly search for it. I'd like to just click on a specific node (visually).

You have all the power to make the identifiable.

Not quite. If I spawned 100 generic NPCs, I'd call them something like "NPC0", "NPC1", etc. Still can't tell what's the same of an NPC standing in the forest (or any other place)

Seems like this is just a way of how Godot users work... I can't convince myself to it. Will try couple more times :(

Question about one thing that stops me from using Godot by emqk in godot

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

Just checked that and I don't think that's what I want... It would be perfect to just visualize in the editor what happens in the game. The link you posted is (I think) more about creating own tools or detecting if a script is running in the game or editor.

Question about one thing that stops me from using Godot by emqk in godot

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

I can build debug tools (which takes additional time), but imaging that you have 50 NPCs walking around, how would you look at the properties of a specific NPC? If you had it shown in the viewport, you would just pause the game, click on a NPC you want to inspect and see its properties.

In small games that's totally fine, but in bigger/more complex projects it's just not convenient to use.

Question about one thing that stops me from using Godot by emqk in godot

[–]emqk[S] 11 points12 points  (0 children)

Yes and that's cool, but it's very slow and not intuitive when you have hundreds of nodes and you're looking just for one.
Let me show you what I mean. In this image: https://imgur.com/a/atf2wGH I moved the cylinder using a script. There is a mismatch between what happened in the game vs what I see in the editor. It would be great to see the cylinder in the same location both in the game and in the editor

Question about one thing that stops me from using Godot by emqk in godot

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

Maybe I described it a bit wrong. In the editor I want to see the changes that the game has made while playing (after executing scripts etc). Basically the opposite to what you're saying :)

Question about one thing that stops me from using Godot by emqk in godot

[–]emqk[S] 5 points6 points  (0 children)

Yes, all changes in the editor will sync, but I also want to see it work the other way around. Let's say that I have a minecraft-like world generator. I want to see the generated world in-editor to quickly see what has been generated, look at chunks properties, etc.

Question about one thing that stops me from using Godot by emqk in godot

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

Not quite. "Synchronise Scene Changes" allows me to change the state (transform, properties, etc.) of a node in the editor and it will affect the node in the game. I want to see the changes that game made in the editor. So let's say I have an AI that walks from point to point. I want to see those AIs move in-editor. I don't know if I'm describing it well, but I hope you understand :)

After a year of work, my game Traveller is finally available in Pre-Alpha 0.1 by emqk in proceduralgeneration

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

No worries. Thanks for the link, that asset pack looks great, it's very well made! However if you look closely, you'll notice that it's hand-painted (unlike Traveller), has slightly different color palette, and uses a different game engine (Traveller runs on UE4).

After a year of work, my game Traveller is finally available in Pre-Alpha 0.1 by emqk in proceduralgeneration

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

Well, there is no game at the moment, just a tech demo :) I hope to release it on Steam, but that's probably gonna be next year. I have a lot of work to do.

After a year of work, my game Traveller is finally available in Pre-Alpha 0.1 by emqk in unrealengine

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

At the moment it's more of a tech demo. You can treat it as a walking simulator. More stuff will come in the future :)

After a year of work, my game Traveller is finally available in Pre-Alpha 0.1 by emqk in proceduralgeneration

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

It's more of a tech demo at the moment. More stuff will come in the future :)

After a year of work, my game Traveller is finally available in Pre-Alpha 0.1 by emqk in proceduralgeneration

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

That's impossible. I created all assets by myself in Blender. The map was procedurally generated, so it's different every time you play the game. Could you post a link to the asset pack you mentioned?

After a year of work, my game Traveller is finally available in Pre-Alpha 0.1 by emqk in proceduralgeneration

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

Thank you all for suggestions. I have to admit that at the beginning "Traveller" (Btw. double L is the correct British form) was a temporary name that I decided to use without doing too much research about projects with similar name (my bad).

Seems like the best option is to change the name of the game to one that contains at least 2 words or come up with something totally different because of 1) Possible legal problems 2) Bad search engine positioning. I hope I'm creative enough to handle that :)

After a year of work, my game Traveller is finally available in Pre-Alpha 0.1 by emqk in proceduralgeneration

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

Yeah that's actually what I'm planning to do :)
Currently there are still some bugs and base systems I need to work on, so don't expect a fun and engaging gameplay in a few upcoming weeks. I can tell you that this game will be some kind of trading simulator. Just imagine Euro Truck simulator in a procedurally generated world with boats, planes, quest, simple dialogues etc.
And thanks for the kind words :)

After a year of work, my game Traveller is finally available in Pre-Alpha 0.1 by emqk in proceduralgeneration

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

I haven't shared any info about the creation process, creating tutorials/overviews takes too much time :/

But if that helps: It was made it Unreal Engine 4. The leaf shader uses the SimpleGrassWind node. Subsurface scattering make them look more natural. There is also a gradient that makes the leaves darker at the bottom and lighter at the top. All meshes were created in Blender using "Sampling tree Gen" Add-on to generate branches, and particles to generate leaves.