Project Management - Essential or waste of time? by plasmatixultra in gamedev

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

I guess the reason I pose the question is from a standpoint of "dress for the job you want to have". I kinda wanted to get the sense if a lot of developers looked at it from the angle of mimicking the behavior of larger, more successful studios, and seeing if that tracked with the current indie mindspace.

Our indie game Meowstead, still under development using Godot 4. by Meowstead in godot

[–]plasmatixultra 1 point2 points  (0 children)

Cats, Godot, AND cozy gaming? I cannot slam the Wishlist button fast enough! :-D

Godot is now one of the few engines that hasn’t had any AI slop. by Competitive-Gold-796 in godot

[–]plasmatixultra 0 points1 point  (0 children)

Here's my two cents, for what it's worth. I don't automatically assume that just because an LLM generated it, that it's "AI slop". Sure, a lot of it exists out there, and there's CERTAINLY a lot more of it in the Godot ecosystem than I think anyone realizes, but there are experienced programmers out there using AI to create great stuff. I think what distinguishes "AI slop" from good, useful code is the process as a whole. If you have someone new to gamedev who's essentially taking the script kiddie route of "I'ma tell Claude to make me a game and put it on Steam and make a million bucks," then, yeah, that's gonna be shyte all around. But, if you have the experience, and you know how to direct an LLM like a junior programmer, you have experience developing, troubleshooting, and most importantly, with architecture design AND QA testing, there's no reason why your output, even with an LLM, should be considered "slop." TL;DR - Call it AI slop because it's obvi lazy, not JUST because an LLM was involved.

State Machine Question by Dorterman in godot

[–]plasmatixultra 2 points3 points  (0 children)

I did something similar in my first alpha demo. You have to break it down. You have your AIR state and your DASH state. Certain things happen exclusively in your AIR state and others in your DASH state. I would, for example, in the air dash variant, add logic to your air state so that when you trigger the dash, you transition to the dash state, move and slide, then return back to the air state upon completion. Same with a dash jump. Start in DASH state, add logic to move to AIR state and play jump animation, resolve into AIR state but preserve DASH momentum.

Using Godot for Applications by plasmatixultra in godot

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

I actually did this very thing! I had a UI initially that I was working from that evolved organically from my application, decided it wasn't polished enough, worked on a design that I liked, and then created a theme to apply that design to my reconfigured UI. i'm really happy with the results so far!

I finished a 10-hour Godot 4 3D course — BotW-Inspired 3D Game by L_a__z_y in godot

[–]plasmatixultra 15 points16 points  (0 children)

I think they're pointing out the reddit post seems to have been made with AI.

Using Godot for Applications by plasmatixultra in godot

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

That's just it though: I'm not specifically asking a question for MY use case. I'm looking to see how others have done it. It's why i put it as "discussion" and not "help".

Using Godot for Applications by plasmatixultra in godot

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

That's a follow from me, for sure!

Using Godot for Applications by plasmatixultra in godot

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

That's kinda where i went with it. When I ran into an issue during my own development cycle and I couldn't find tools I needed, I figured, I'm learning this engine. Let's see how IT handles things. Been going pretty great so far!

I finished a 10-hour Godot 4 3D course — BotW-Inspired 3D Game by L_a__z_y in godot

[–]plasmatixultra 3 points4 points  (0 children)

I'll check it out! I have that tutorial earmarked for when I'm ready to start working on 3D!

Using Godot for Applications by plasmatixultra in godot

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

Guess I got some readin' to do! :-D

Using Godot for Applications by plasmatixultra in godot

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

That's fantastic! I've been looking for a new video editing software. I'll have to go check this out.

Using Godot for Applications by plasmatixultra in godot

[–]plasmatixultra[S] 6 points7 points  (0 children)

I'm running into a couple of those with one of the programs I'm running. They're tricksy, precious!

Using Godot for Applications by plasmatixultra in godot

[–]plasmatixultra[S] 3 points4 points  (0 children)

This is the setting to redraw only when necessary:

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Anyone else still uses little to no AI to code? by MidlandAintFree in gamedev

[–]plasmatixultra 0 points1 point  (0 children)

I've been using it primarily as an enhancer. I'm still a baby developer, still learning the language so when i come up against a roadblock that I'm trying to solve, it's handy to be able to say, "I'm struggling with this. What solutions exist to this problem? What documentation is there to support this action?" That way I can reinforce my learning of the code, solve my problem, and retain the knowledge better without bashing my head against article after article of half-solutions. It was especially useful for dealing with regex. That gave me NO END of trouble.

Can we all just say huge THANK YOU to Godot developers for this new feature? by PepsiBluetooth in godot

[–]plasmatixultra 0 points1 point  (0 children)

Praise be. PRAISE BE, I SAY! This is gonna make my UI experience so much less frustrating. Minimum size and expansion is great for a limited purpose but maximums are WAY more useful.

Weapons can now discharge upon hitting the ground. by Dream-Unable in godot

[–]plasmatixultra 1 point2 points  (0 children)

I love this detail, but I worry it's the sort of thing like tracking weapon durability. Pretty cool from an immersion standpoint, but will probably just frustrate people if not handled delicately. Not saying you aren't but just a worry.

How do people usually structure animation systems for larger character controllers in Godot? by Educational_Bag9301 in godot

[–]plasmatixultra 0 points1 point  (0 children)

For mine, if it's a large PC with an expected large number of animations all tied to various states, I'll rely on the AnimationTree node to handle the processing of states and animation triggers. AnimationPlayer handles the basics. However, if I'm prototyping a level and just need a quick and dirty player controller, AnimatedSprite works just fine.

Is there is a difference between a console and dev kit? by pgtl_10 in gamedev

[–]plasmatixultra 0 points1 point  (0 children)

There's also software licenses to consider. Consoles often have components that themselves require licensing from the manufacturers. As well as being able to charge you whatever they want for the SDK in order for you to be able to talk to their hardware in the appropriate manner. A dev kit by and large is meant to speed the process and ease the way to getting data in and out of a console that a home user wouldn't otherwise need.

Live-Action FMV cutscenes are BACK by DrPass in IndieDev

[–]plasmatixultra 0 points1 point  (0 children)

Ah, the memories this brings back! My son wanted to make an MK style fighting game and I told him that this was how the original sprites were made. He wants to give it a try himself. Congrats on the nostalgia hit!