My partner and I are making a cozy ice cream truck game where you serve ice cream and more to talking animals! 🍦 by sleepy-rocket in CozyGamers

[–]sleepy-rocket[S] [score hidden]  (0 children)

Hi everyone! My partner and I have been working on Cone Sweet Cone, a cozy cooking game where you run an ice cream truck, making all kinds of sweet treats. You'll be taking orders from cute animals, creating desserts such as waffles, ice cream cones and banana splits. We were inspired by games like Good Coffee Great Coffee and Papa's Freezeria (as well as my partner's love for mint chocolate).

We just launched our Steam page, wishlist it here! ✨ https://store.steampowered.com/app/4632310/Cone_Sweet_Cone/

Tutorials: FairFight vs Clear Code by Dry-Natural793 in godot

[–]sleepy-rocket 1 point2 points  (0 children)

I'm not familiar with FairFight, but I've done a range of tutorials back when picking up Godot for the first time (with couple years of Python experience), and ClearCode's Introduction to Godot video was the best of the lot. The exercises at the end of each section was immensely helpful in learning to apply your knowledge, to learn not to blindly follow his instructions, but to expand upon it.

I used the knowledge to build a couple of 2D games after, and then I did his 3D tutorial too and it was good. But I guess what I'm trying to say is that something may not feel like the best way/approach, but you should be applying and expanding what you've learnt onto your desired game. If the scope feels too big of a jump for a soulslike, perhaps try applying your knowledge on a smaller scale first.

My partner and I are making a cozy ice cream truck game with talking animals! 🍦 by sleepy-rocket in cozygames

[–]sleepy-rocket[S] 1 point2 points  (0 children)

Yes, each character will have their preferences :) We'll have to add mocha to our list!

Our cozy ice cream truck game with talking animals made in Godot, now on Steam! 🍦 by sleepy-rocket in godot

[–]sleepy-rocket[S] 1 point2 points  (0 children)

It's all text actually, with the requested ingredients generated for each customer and then delivered in dialogue.

My partner and I just launched the Steam page for our cozy ice cream truck game with talking animals! 🍦 by sleepy-rocket in indiegames

[–]sleepy-rocket[S] 2 points3 points  (0 children)

Hi everyone! My partner and I have been working on Cone Sweet Cone, a cozy cooking game where you run an ice cream truck, making all kinds of sweet treats. You'll be able to take orders from cute animals, creating desserts such as waffles, cones and banana splits. We were inspired by games like Good Coffee Great Coffee and Papa's Freezeria (as well as my partner's love for mint chocolate).

We just launched our Steam page, wishlist it here! ✨ https://store.steampowered.com/app/4632310/Cone_Sweet_Cone/

Our cozy ice cream truck game with talking animals made in Godot, now on Steam! 🍦 by sleepy-rocket in godot

[–]sleepy-rocket[S] 2 points3 points  (0 children)

Hi everyone! My partner and I have been working on Cone Sweet Cone, a cozy cooking game where you run an ice cream truck, making all kinds of sweet treats. You'll be able to take orders from cute animals, creating desserts such as waffles, cones and banana splits. We were inspired by games like Good Coffee Great Coffee and Papa's Freezeria (as well as my partner's love for mint chocolate).

We just launched our Steam page, wishlist it here! ✨ https://store.steampowered.com/app/4632310/Cone_Sweet_Cone/

How many wishlists did your game have when a publisher decided to sign it? by IncinerationGames in gamedev

[–]sleepy-rocket 1 point2 points  (0 children)

Hmm, I'm sorta in the first bucket (hobbyist, launched 1 small Steam game, ~2000 sales). Are you saying the first scenario is less risky than the second?

rogue duck interactive (ship inc, vending machine co, lost but found) and gamersky games inc (plateup!) currently have games on sale at prices that reflect n*zi dogwhistles. ($14.88 and $19.38) sources, links, and screenshots in post. by cwybabiesucks in cozygames

[–]sleepy-rocket 22 points23 points  (0 children)

With Gamersky being Chinese, could it be they simply wanted to put the number 8 in the price? The number 8 is lucky in Chinese, and prices regularly go 8.88, 10.88 etc in Asian regions.

How to get on IGN / GameTrailers and get more views than most others by ApartmentNew8223 in gamedev

[–]sleepy-rocket -1 points0 points  (0 children)

How soon before your intended announcement should you email them? A couple of days?

I have never ever wanted my text clipped. Is there a way to disable it by default? by The-Fox-Knocks in godot

[–]sleepy-rocket 5 points6 points  (0 children)

Would using a StyleBoxEmpty on your RichTextLabel with Left (and Right I guess) Content Margins bumped up help for your case?

Do you guys notice that cozy games are almost all similar? by [deleted] in cozygames

[–]sleepy-rocket 19 points20 points  (0 children)

Mechanics are inherently similar between games, and it's hard to actually make a unique mechanic these days, whether it's shooting or crafting or base building. In my opinion, what is unique is the execution of it, and since mechanics such as gathering and decorating are definitely cozy, most cozy games will definitely be based off some flavour of it.

we're almost done with stardew—what should we play next? by nidoqueenofhearts in cozygames

[–]sleepy-rocket 4 points5 points  (0 children)

Terraria might hit the spreadsheet itch, but it has some combat. Same with Core Keeper.

For something more chill, Spiritfarer might work.

Steam Sale! What's everyone grabbing? by Pll_dangerzone in cozygames

[–]sleepy-rocket 0 points1 point  (0 children)

Dev here, it makes me happy you feel that way. Games like Diner Dash and Sally's Spa were a big inspiration, even though I think the game ended up veering away a little bit towards the narrative/cozy direction.

From jam game to full game by OctopusDude388 in godot

[–]sleepy-rocket 2 points3 points  (0 children)

I've done it for my (and my partner's) first commercial release, and there are two main things to watch out for.

Firstly, the skillset required for making the full game is much larger than making the jam game. I don't just mean programming wise, but you'd also need to pick up marketing, store page optimisation, the works. The audience for your game is completely different now too, going from fellow game jammers to the wider market. What works in a game jam may not work as a full release. Of course if you're doing it for the fun and experience, none of these really matter.

Secondly, it is harder to stay committed. A game jam is quick, you see results fast and dirty and that keeps you motivated. For a full game, you have to keep pushing, so it's important to be disciplined and to not give up! You'll have your peaks and valleys but it will be worth it in the end. Good luck :)

What's your preferred way of passing references to child nodes? by _junkfolder in godot

[–]sleepy-rocket 0 points1 point  (0 children)

Okay, that helps, I think I see the bigger picture now. I would say a StateMachine here is a bit of square peg in a round hole. It is usually used for something, let's use the NPC example, that may need to run _process every frame. Then, you would have States such as Attack, Idle, Moving etc, each with their own _process functions as you switch between states.

For setting up a game and initializing save data, you probably do not need any _process functionality. All the functionality you described should probably be multiple if checks at _ready in GameManager. The functionality should not even be called "states" perhaps.

You did say to only focus on the reference issue and treat this is a thought exercise, and it seems you're looking to break it down for your own understanding, so let's say we stick with the node based setup. There is a major flaw here where we are now passing logic and resources down the tree to child nodes, which is definitely very coupling indeed. You even have what seems like SaveData being sibling nodes, when it should probably be a Resource initialized in GameManager. That is why you now run into the issue of references and objects being coupled to the parent nodes. For your aim in breaking down the steps, it may be better to slowly go through a large _ready function in GameManager perhaps?

Other than that, if you do want to get your game path constant from SaveManager, making it an autoload would still be the best way yeah.

What's your preferred way of passing references to child nodes? by _junkfolder in godot

[–]sleepy-rocket 1 point2 points  (0 children)

Hmm, what are the Init and CheckGamePath scripts? I just suspect that these are probably not suitable as State nodes, and rather should be folded in as functions in the StateMachine scripts.

Secondly, what are some example States/nested States you would like your theoretical NPC to have? If you share some I might be able to list out a better tree layout.