The angle looks a bit odd too, I’d expect those grips to be more prominent if it wasn’t angled down
he/him
Nerd, programmer, writer. I like making things!
The angle looks a bit odd too, I’d expect those grips to be more prominent if it wasn’t angled down
I agree with your post, lots of good advice! I’d add the general advice to pick an engine or framework, learn how to use it at a basic level, and do a bunch of game jams. Even if you don’t submit, nothing will teach you more than figuring out how to go from idea to small “finished” game in a short period of time. It won’t be easy, and your games will probably suck for a while, but if you stick with it you’ll have a solid knowledge base and skillset to start building more ambitious projects. Also there are longer game jams (Godot Wild is several weeks), be careful not to burn out like OP says.
You don’t have to write your own engine. If you want to learn how games work behind the scenes knock yourself out, but I find that most people would rather make a game than a tool (which an engine inherently is).
It’s crazy and frustrating, but at least we got another podcast episode out of it!
Involving corporate email chains, a private investigator investigator, and a Circle K construction site… this special podcast episode is worth listening to! I posted the transcript for easier reading.
Their story based games feel higher budget, the controls start out serviceable but get better.
I think Wolf is the best controlling of the games I’ve played, but I might change my mind after Season 4. S4 is definitely the best looking so far
Thanks for the info! Monkey Island might be fun for a rainy day, never played the originals
Season 3 was pretty bad, everyone was so shiny! 4 is good so far. Art style is back and improved + the gameplay is way better (combat!)
I think they somehow added part of the style to the previous games too, if you wanted to replay them anyway 👀
And you’re right about Wolf, if it were a tv show I’d never hit skip on the intro. Hopefully season 2 is still happening?
Edit: on the art -
“Graphic Black” art style brings Season 4’s enhanced visual style to all previous seasons. Also includes full dynamic lighting to episodes that previously did not receive this upgrade.
Thank you!
edit - link
Didn’t play the bottom 4, so not sure on the quality. Tales From the Borderlands is currently free with prime, too! Worth a playthrough
elementary! I like it, been using it since ~2018, I like its style and I don’t mind reinstalling for major updates. They’re pretty seldom if you’re on the LTS branch anyway
Yeah it’s pretty misleading
The lack of accent is an odd choice, I agree! Maybe they went the Chernobyl route (fitting) where they let the voice actors use their regular voices so they wouldn’t have to be faking an accent the whole time? I thought it worked well there. Thanks for the rundown, might have to preorder it!
Finished The Room 3 last night! Onto 4… probably this weekend, we’re part way through The Walking Dead’s final season. This damn kid.
Also finished Sorcerer’s Stone for the GBA (halloween screenshot) on my anbernic SP! It was weird, lots of flippendoing gnomes slightly off the edge of the screen. Thank god for GameFaqs!
Chamber of Secrets has a more “forward” camera… but sometimes it feels a little too forward. We’ll see, so far it looks a lot better than the 1st!
How is it looking? I haven’t been following, only saw part of the documentary (it was hard to watch in the background) and know pretty much nothing
Better not butcher any Backman books
Against the Storm is the game I was trying to think of for this, thanks for sharing it!
Exactly! Creatures that peek around corners and slide back away when you look toward them, monsters that follow your eyesight to dodge attacks, etc.
It could be great!!
Any ideas? I’ve wondered the same, don’t really vibe with the 4X pattern but I like the slow snowball
I want a VR shooter that actually uses the tech interestingly. Give me sections of Zero G with full 6dof. Give me quirky weapons with panels you slide open when they overheat and barrels that twist to change firing mode. Give me abilities that I could only use with a virtual pair of hands, like slingshotting grenades without dropping my primary or reaching into things to grab loot. And make the gunplay feel like Pavlov because it’s the best.
Easy enough, right? 😅
Edit: also use eye tracking to make the horror better
It’s kinda funny that Godot’s custom language GDScript is, at least on a surface level, pythonic (no list comprehensions, context managers, decorators, etc, it’s mostly syntactical similarities). But type hints do make it run faster!
I was blessed to get to skip most of the old pains in python. I only had a handful of scripts that ever needed to be ported from 2 and they didn’t rely on any libraries. The ecosystem is easy to work with and I’m looking forward to working with Python for the foreseeable future