this post was submitted on 06 Jun 2023
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Hi, so, not really sure what rules if any @[email protected] has in mind for this community. But just delete this thread if it's against them, no worries.

With that out of the way, I thought it might be fun for us all to share a bit about our current project(s), along with anywhere people can find devlogs or demos or whatever else.

Sounds like a typical self-promo thread? Maybe. And maybe that's not allowed. But I have no horse in this race, my only "game" is currently a very janky prototype and my devlog channel exists only in my mind.

I can't get enough of other people's devlogs and love to discover new interesting sounding projects, so here we are lol.

Wotcha making?

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[–] [email protected] 4 points 1 year ago (2 children)

Well I'll join in so long as this thread exists (I am expecting self promo to be less aggressively harassed on Lemmy compared to Reddit)

Sorry to make it so long, I wanna try to share what I'm making as well as who I am and what I do.

I'm a primary hobby dev, trying to make a couple bucks from my games but not really living off them. I've primarily been making little horror games since they are really fun for me and horror is a very comforting genre.

Now I'm letting myself be "basic" and making a cutesy Magical Farming/Ranching game in the style of Slime Rancher, but with some various farm sim and RPG influences. I'm making it in Godot with C#.

I do all of my games as open source projects under the GPL 3 license (copy-alike license). I see it as a way to give back to the internet which is largely responsible for teaching me how to code and also letting people smart enough to compile it themselves to have my games for free if they so choose. I've also had some pull requests for different improvements on some of my stuff which was unexpected but super cool.

One of the intentional design features of the farm game is being very data driven. I'm setting the game up for translation keys and many of the features are using custom resources (Godot's Scriptable Object equivalent). I'm using Godot's patch loading feature to allow loading mods fairly easily. So all one needs to do to make a mod is write a few files, which in Godot is super easy to do.

I don't really have any pics yet since the game is way super alpha stages. I'm still getting some features working properly and there's a lot to do before it'll be done. Hoping I can publish on steam but otherwise all my games usually go on Itch.io.

[–] [email protected] 2 points 1 year ago* (last edited 1 year ago)

and horror is a very comforting genre

We are very different people 😀

I do all of my games as open source projects under the GPL 3 license

That is so amazing, thank you. Really cool

Hoping I can publish on Steam

I have not published something on Steam myself yet, but I've paid the publishing fee ($100) for a game I'm working on yet, so I can test all the Steam API integration and easily update the game for the few people that help me test. The process seems very straight-forward.

[–] [email protected] 1 points 1 year ago (1 children)

Long is good! And "basic" is good too especially when it's cozy af 😍

I've only just started learning Godot after using Unity, and honestly (what I thought was) the lack of scriptable objects was really annoying me so thanks for mentioning that because it's gonna get researched SO HARD tomorrow.

Honestly love that whole philosophy, I had some open source projects a while ago and it's such a great feeling having people not only use and appreciate your work, but even contribute to it themselves. What more could a creative want, honestly?

(the answer is lots and lots of money)

[–] [email protected] 2 points 1 year ago (2 children)

I'm glad I could help out! If you wanna check out more of Godot's awesome features the official docs are really great! It has gdscript and C# examples all over so it's really helpful

[–] [email protected] 4 points 1 year ago (1 children)

Just wanted to check back in and repeat THANK YOU for the mention of custom resources because this was the missing piece of the puzzle for me and has kickstarted what will hopefully be a very productive weekend.

[–] [email protected] 4 points 1 year ago

You're very welcome! When I used Unity I used Scriptable Objects for everything. So when I moved to Godot that was one of the first things I looked for. Best of luck on your journey!

[–] [email protected] 1 points 1 year ago

Thanks, I've been piecing it together as I go although did ignore the very good advice I was given to stick to Godot 3, so a lot of what I find is outdated. Nothing like a completely self-inflicted problem 😅