My current project is an extremely simple, extremely minimalist city builder prototype. I basically started building out the framework just to learn whether I even could learn Godot, and now I'm a bit more comfy with the engine this weekend has been spent plotting how to take it from "barebones experiment" to "actual game"
Well I say this weekend has been spent on that, it's mostly been spent on watching the Reddit meltdown, but you know what I mean!
Yesterday was spent refactoring, today was adding some old-school zone demand bars.
Then I hit the the brick wall of realising that the next thing I need to build...I have literally no idea how to even approach. So back to tutorials for me this week 😅
Might as well go first :)
I've currently been working on the modding system + base mechanics for a platformer game I've been making
The ultimate goal for the modding system is to let people be able to easily add new content to the game. I've separated out data and behaviors so that mods can override variables by just making a text file with the same variable name inside (to easily change things such as movement speed for a character) and they can make a new file in a category to add a new object such as a new character, weapon, etc.
I've got a hot reloading system in place where people can change something in the text files or they can change a sprite and then it gets reflected in game without needing to boot it up again for easily tweaking values while testing
And I've got the ability to easily add some new weapons based on parameters set in the txt files (all of these weapons are made using 1 txt file and 1 script file for each of them (just for basic behaviour changes) and then rest is all generalized into the same weapon framework
images for showing it off
https://imgur.com/a/lBdZTwl
(imgur is showing an nsfw warning for some reason but its not applicable to this)
Hey there! Glad to see a Godot community on Fedi! I've posted a bit in [email protected] about it, but today I was working on more back end stuff for my game.
It's a slime rancher inspired farming game that takes place in a magical forest.
The back end work I was doing is sprucing up my print statements with logging levels, rich text formatting, and scaffolding for generating log files. I also was working more on my mod loading framework which would allow users to make content that gets loaded into the game. I do this with some global scope registries and custom resources.
Also I'm doing all of this in C# and open source under GNU GPL3
I'm working through some Godot4 tutorials I obtained through the humble bundle a little bit ago. Currently doing an RTS using navigationlayer2D.
As an experienced non-game dev I'm finding the process painfully slow, but I've discovered trying to use Godot (or any game dev software) without starting on these simple tutorials is basically impossible since there's so many weird DX things and layers of menus and game-dev-specific functionality.
Like who would even know navigationlayer2D was a thing?
Haya! This place looks perfect!
I've been using Godot for about four years now for all kinds of forever projects in 3D.
Right now, however, I am spending time on a small 2d digging mechanic with dynamic lighting. I'm excited to start using the new multi-window feature for some fun stuff.