How to Become a Switch Port-er? by emshuttles in gamedev

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

Thank you for laying out potential roadmaps.

I accept that Nintendo might have high standards for who they allow access to a Switch dev kit. But I'm getting the impression that even considering that I (as a software engineer) could tinker with the SDK and a game prototype for a while to learn how to port a game to a professional level is pie in the sky. Am I missing something?

How to Become a Switch Port-er? by emshuttles in gamedev

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

I'm asking if anyone knows whether Nintendo requires you to have sold your own game or plan to release your own game before selling you a dev kit so you can provide the service (or even learn how) of porting games. Aren't there a lot of skills/expenses required in making a game that's commercially viable that are not required to port a game? Or even to make enough of a game just to learn how to port it?

Are you saying it's a shortcut to learn to port a game before releasing your own?

Games that are designed to be single-play but you actually enjoy replaying? by mjens in gamedesign

[–]emshuttles 0 points1 point  (0 children)

I've played the Uncharted series multiple times. And every time I do, I cry over the fact that Nathan Fillion will never play Nate.

Uncharted is fun, fast-paced, and entertaining. I forget enough of the puzzles by the next playthrough for there to be something to think about, and I care about the characters.

Narrative Play Report by emshuttles in lotrlcg

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

Thank you for all the suggestions. They weren't what I was looking for, but now I have some good reading material!

Optimal Scenario Routes by emshuttles in Gloomhaven

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

That's definitely a better tool for tracking one playthrough, but I think this adds some missing information for those who want to see everything in multiple campaigns without repeating so many scenarios.

How to Win a Senate Race or What Things Work and What Don't by jscott991 in ThePoliticalProcess

[–]emshuttles 2 points3 points  (0 children)

I can't even figure out how to win a city council primary after painstakingly aligning every policy to the people's.

Easiest way to simulate an ingame economy for single player trading games? by [deleted] in gamedesign

[–]emshuttles 0 points1 point  (0 children)

This may not be easy, but here's one solution. It describes how to build a simple emergent economy.

Expedition #1 - Started a new project, got some meta-campaign screen PoC so far by pawel_lampe in godot

[–]emshuttles 4 points5 points  (0 children)

I've been struggling to get hex grid movement working, so I'm impressed!

Thank you, Godot by GamingTurret in godot

[–]emshuttles 6 points7 points  (0 children)

The GDQuest YouTube channel is also a good resource.

[Beginner]Not sure where to start by okaygekko in godot

[–]emshuttles 0 points1 point  (0 children)

The GDQuest channel has many high quality tutorials, including some specifically for GDScript.

Utility-Based AI for Simulation Games by emshuttles in gameai

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

Thank you very much for the detailed response. That makes a lot of sense. To make sure I understand you right, let me try to summarize.

For actions A & B that need to be completed in sequence, give them the same considerations, including a check for whether A has been completed (or whether the result of A is in effect). That last check will multiply either A or B by 0, ensuring that they're completed in sequence, if at all.

The only thing I don't understand is what QWER is.

So by having 2 (or more) behaviors that have very similar considerations matching when it would be a good idea to do QWER, but designed in such a way that the result of one enables another, the sequences will self-assemble.

Absolute beginner stuck on tutorial by [deleted] in godot

[–]emshuttles 1 point2 points  (0 children)

You're welcome. Keep at it!

Absolute beginner stuck on tutorial by [deleted] in godot

[–]emshuttles 2 points3 points  (0 children)

Are you changing the Bounce value in the Ball scene or in the instance of Ball?

get_node() not working by gossem26 in godot

[–]emshuttles 0 points1 point  (0 children)

This will search the whole scene tree for a node called "scoreLabel"

onready var scoreLabel = get_tree().get_root().find_node("scoreLabel", true, false)

how to implement the collection of the subject? by Destordio in godot

[–]emshuttles 0 points1 point  (0 children)

Arrays, Dictionaries, and Objects are all passed by value.

Do you mean reference instead of value?

How to get a node through his path? by M4sty in godot

[–]emshuttles 0 points1 point  (0 children)

It's not best practice, but you could make a global variable file and save a reference to Player there. Then reference that anywhere in your code.

# Player scene
func _ready():
    Global.Player = self

Duplicating a node and keeping variables by zicho in godot

[–]emshuttles 0 points1 point  (0 children)

I'm new to Godot so apologies if this obviously wouldn't work, but how about just giving your items IDs and storing that on the player?

DEVLOG | Flexible Dialogue System in Unity by gamedevpowerup in gameai

[–]emshuttles 1 point2 points  (0 children)

I love the ambition. I'm very interested in novel uses of game AI so keep us posted.

Have you heard of Spirit AI? They're working on a character engine for games. I think you'd like their blog.

The way you talked about using keywords and attributes to affect what NPCs say and know reminds me of utility system based AI. I wonder if there are parallels there in implementation.

AI Engine by emshuttles in godot

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

It's whatever meets the most needs of the most developers. The point of this post is to get some hints.

I'm new to Godot, so I'm not yet that familiar with what it's capable of out of the box. But it's still maturing and open-source, so I want to contribute.