After about 4 months I was able to do a coding session that went for about 3 hours and code an entire game feature (teleporting to the nearest unoccupied place to the mouse cursor) without using any tutorials. It felt amazing, but it takes work to get there.
Tip 5 is the most important, where coming after a long period of time to view your code, will be so hard to recover your work without a good organization and noting. Great tips!
Great tips, Subscribed! Also to all the beginners - If your trying to learn Godot and can't get the hang of it don't quit! I was at the point were I was about to quit earlier this year but luckily I didn't and I kept practicing. The more you work with the engine the better you get. I have to agree with tip number 2, I did a game jam the other week and I actually realized I was actually figure out the engine! I'm not good with words but I just wanted to say, don't quit! if you keep practicing you'll eventually get it!
Duuuude thanks for your support. I grew up 3d modeling and animating. But only a few years ago wanted to finally venture into game development. Ive got my feet wet with unreal and unity. But godot is where its at for me as i finally found it only a couple months ago. I love it. I feel like i have full control and creative input over every aspect. Coding sucks to learn for my brain, but its coming along and ive got some great 2d and 3d projects working already. Third oerson 3d, first person 3d, 2d side scrolling. I love it
On the subject of game ideas, I'd like to say you can also get them from a variety/selection of media. Since a lot of iconic game franchises like Metal Gear and Doom are a result of devs taking something from movies or other stuff but also getting creative and combining them. There is truth that a lot of games feel like they copy each other and don't branch out (Applies both to indie and AAA) but I also associate it with a lack of specific, "personal" inspirations. Even something like Chainsaw Man has its creator bringing up FLCL and Abara or Star Wars has stuff related to old samurai movies and I believe Valerian. I guess it's a matter of "copying but done right" because even with my Nortubel game, I try to have a selection of influences and specify how they influence my stuff. There's always one guy complaining that a lot of fantasy games have an aesthetic that can be traced to Blizzard and there is some truth in certain art styles becoming too "general" as opposed to learning that a character in a game was inspired by an obscure comic the developers were fan of. To me, this is what "media literacy" means more.
Doing the art assets after you've worked on the gameplay mechanics first is really good advice. Knowing me, I probably would of spent a ton of time in Aseprite making the pixel art and then trying to fit it into my game afterwards.
With Tip 5, Folder colors add an additional layer of folder structure! Useful and new from Godot 4.2 (Right click a folder, click set folder color, and pick a color)
I’m still started in Godot. All I do as a beginner is experiment and create concept of useful features that I discover until I get the hang of the basics. Until then, I make bigger concept that handles bigger task, algorithm and complex tech tree. Right now I’m in the middle of that situation
After watching Tutemics tutorial about what you need to do the very basics, I'm able to put together bits and pieces myself which is awesome. My concern at the moment is that the features of Godot are vast and I barely know anything so I could be doing something so much slower than if I just used something else. I have no idea what an array is for example and I won't ever know if I need to know what an array is because I don't know what it does. This is the case for a lot of things in Godot and gamedev as a whole.
That Is cool. Im making game similar to Loop hero i have algoritm to random Loop Path but problem is my Loop Path Is not Loop cuz it never connect to close loop, And in now lost,
I started learning about Game Dev not so long ago and I'm creating my first game, for a game jam... and I kinda have a pretty dungeon, with atmospheric lights, a character who can walk around, interaction and dialog with literally two objects. And nothing else 😂. It's empty. I have some ideas for puzzles, but no skill to put them in. So #3 is definitely important, if I started with mechanics I would have started making a different game lol. Oh well, for now I think I will put in some enemies and hope for the best ;D. In my defence, I was a graphic designer, so the visual part is important to me :P.
Godot is great for 3D games too. Why is everyone limiting themselves to 2D? 3D is just one extra spatial coordinate to manage, everything else is exactly the same.
Tips are quite universal and not really Godot specific. Doesn't make them bad, but more experienced devs who just want to get a look into Godot do not really learn much new.
I feel like when I watch a tutorial it doesn’t really make sense how it works, and then when I spend hours trying to just reorganize it that is when I do the most actual learning from it (learning as in gaining the ability to use the info elsewhere in a different context)
My own tips: 1. Use a code editor that'll give you intellisense. Dear god it's a nightmare programming without intellisense. (I am a C# developer professionally). 2. To elaborate on your goals tip, don't think of making your game as work, think of it like playing a game. Know what you generally want to make and why, but leave enough room to play around with it every day you work on it, that'll keep you interested in what you could do and keep you learning instead of just hammering out another item on the list. 3. Git Gud lol
So I have a little bit of a curios question since I haven’t been able to see it anywhere. Have you heard of or seen 4D game physics? Recently, I’ve been trying to figure a way to layer maps on top of each other as one map in Godat 2D as a way make a confusing shrouded Forest. I’m still relatively new to Godat so I’m tripping on my feet but I thought I’d share for the possibility that you may read this or someone else and if they could find out how to do so and then we can post it 😅
I'm a beginner looking to understand the Godot 4 move and slide function. I tried changing my platformer game from Godot 3 to Godot 4 but now whenever my player bumps into an enemy the enemy position changes back, I think it slides back from collision. Also my player has a knockback feature which was working fine but now in addition to the knockback, it slides back which I don't want. My guess is this may have to do with the move and slide function and velocity. Any ideas?
Hi I need help, now I'm very confused because I don't know where I can start programming, because If I want to work programming games In a big company of video games I should learn unity because is the most game engine used.
But.. is it not pronounced "guh dough"? Lol i keep hearing it both ways from different people. Ive even seen jokes relating to different pronunciations of its name
Good video but pls just avoid doing the "this next tip is my favorite; but before that..." strat. It's really getting stale and idk doesn't make me wanna engage with the channel or the creator in general. Everything else is nice and keep it up!