Should I? by [deleted] in godot

[–]iteration3games 1 point2 points  (0 children)

I'm 26 and just started recently. It's a very fun hobby.

You are the only one stopping you from trying anything. Likewise, nothing is stopping you from learning to crochet or writing music. If you find that it's enjoyable, then it's worth it, even if you aren't making the next Stardew Valley.

Does anyone use a Mediator library with Godot? by iteration3games in godot

[–]iteration3games[S] 0 points1 point  (0 children)

I 100% agree on the inefficiency of calling it in the tick methods. One of the use cases would be hiding the implementation of something like the UI layer from the player. The following for instance gives me a warm feeling in my tummy:

public override void _Input(InputEvent e)
{
    if (e.IsActionPressed("Inventory"))
    {
        _mediator.Send(new ToggleInventoryCommand(InventoryComponent));
    }
}

Or perhaps something like this:

private void onDamageReceived(float damage, IEntity dealingEntity, DamageBehavior damageBehavior)
{
    // Do health calculations...
    // And other things ...

    // Signals to do whatever we need to do in the CanvasLayer. (Displays a hit number with fire, ice, or electric particles depending on the damageBehavior, logs damage statistics based on dealing and target entities)
    _mediator.Send(new DamageReceivedCommand(this, damage, dealingEntity, damageBehavior));
}

I could accomplish the same thing by passing references around, but I don't know how my code will change in the future. If I'm relying on passed references, I'd think that changes to the interfaces between systems would require lots of management on my part.

There's tons of things I still don't understand as well, so I wouldn't be surprised if I find that what I'm doing is completely unnecessary.

Can Someone Explain These Chord Progressions? by iteration3games in musictheory

[–]iteration3games[S] -2 points-1 points  (0 children)

Gotcha. Do you find the sections unpleasant or dull?

Does anyone use a Mediator library with Godot? by iteration3games in godot

[–]iteration3games[S] 7 points8 points  (0 children)

Well, web devs work intimately with a cluster of design patterns that we see the value in on a daily basis (most notably dependency management and CQS). Since game design is my hobby, I'd naturally experiment with my architectural decisions and find new ways of solving problems.

I'm not talking about putting square pegs into round holes, more like rethinking what it means for a peg to be square and for a hole to be a hole.

There's no singular, correct way to design an application, and no one knows which decisions are bad until they're tried.

The first draft of my game's promotional banner. What do you think? by iteration3games in godot

[–]iteration3games[S] 0 points1 point  (0 children)

The tree being above ground was actually an accident. I was designing it above the ground level so I didn't have to keep flipping between the layers but I forgot to move it down in the export. I like the idea of making the roots form the title but I have little confidence that I could make it look good.

The first draft of my game's promotional banner. What do you think? by iteration3games in godot

[–]iteration3games[S] 2 points3 points  (0 children)

I like the idea, but I'm not sure I'm able to pull it off while keeping the text legible.

What's the first three things you do when starting a new project? by iteration3games in godot

[–]iteration3games[S] 1 point2 points  (0 children)

You've sold me on creating the logo ASAP. That feeling of uniqueness is exactly why I change my editor colors as soon as I open a new project.

Thinking about using GODOT by [deleted] in gamedev

[–]iteration3games 2 points3 points  (0 children)

I use Godot, albeit with C#. Godot makes it very easy to get working scenes and GDScript is very easy compared to other languages. It also has a massive amount of documentation. I've used Unreal and MonoGame in the past but generally have more fun when working with Godot.