mastodon.gamedev.place is one of the many independent Mastodon servers you can use to participate in the fediverse.
Mastodon server focused on game development and related topics.

Server stats:

5.6K
active users

#godot

166 posts134 participants17 posts today
Continued thread

#cr20gc #devlog #gamedev #godot

Okay, getting to the end of the week. I want to have this game wrapped-up in some state of "done" before then - there's one last glaring set of issues which once dealt with I will force myself to call it wrap before I get sucked into another round of improvements. After that I can finally move on to the next game to keep building my game-dev skill-set.

Speaking of the next game, I decided to toss things up by swapping out *River Raid* with something I am more interested in and played a pivotal role in developing my love for video games as a kid. Here's a (maybe too obvious) hint as to what game that is: 🔗 👉 ⏳

As a mini-recap, here's what I learned and achieved from this current project:
- I learned a bit about Godot project structure and how I (don't) like to organize things.
- I designed a system which allowed me to dynamically (i.e. recursively load from a path) add segments/levels to the game.
- I learned about and used `@tool` annotations (i.e. running code in the editor) to assist with level-design.
- Learned when to use signals, and maybe when not to.
- I learned a bit more about UIs in Godot (still a long way to go).

And here are some things I wish I got around to learning, but will try and catch next time:
- Audio and sound effects
- Save states and storage
- Scene transitions and loading states

I'll be writing a blog post on this project over the weekend which will include a summary of my process, lessons learned, and the challenges I faced, and of course, a playable version of the game. :) You can expect that on Monday!

Now my game has a simple multiplayer mode.

It is still quite rough, and I still have to fix some of the errors that I encountered during synthetic simulations of network errors. (although I still think udp is not the best idea)
But it works!

Samuel Beckett
WARTEN AUF GODOT

Horst Wigger und Horst Bollmann als Wladimir und Estragon
in der Inszenierung des Schillertheaters Berlin 1975

Was an dieser Inszenierung besonders interessant ist: der Autor Samuel Beckett selbst führte Regie. Es gibt legendäre Aufführungen von WARTEN AUF GODOT, aber diese gilt als die beste. Hier kann man sie komplett sehen:
👇
youtube.com/watch?v=WJCAHnl608

Imagine a game where you need to defend a defense position against wave of enemies. You can build structures and units between the waves.

The build and wave phase are two different game phases with specific mechanics.

There is a resource to build new structures. Currently I'm thinking about adding "energy" as a flowing resource, what do you think?

1/2

When programatically adding tilemap tiles to a scene (using set_cell()), is there an easy way to avoid needing to specify 'magic' numbers as the atlas coordinates?

I thought about defining constants for the coordinates I use, but then I'd end up with dozens of them, and I wonder if that's even helping or not...

Has anyone else done this? What was your solution?