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GameDev, IT student graduated
currently tinkering with Godot & looking for job
GitHub Pageshttps://frederickkdp.github.io
Itch.iohttps://fredev-k.itch.io/
I was wondering why on #Godot 3.x TouchButtons are Node2D, not Control nodes, and I assume it's, surprisingly, because we usually don't want the controls to scale with the screen resolution. We generally want their size to be consistent between platforms. It doesn't necessarily do the job, but I can see the intend now
Also, I do believe this list would be different for AAA games. People wait more for fixes, judge visuals more, and so on.
Before anyone says it, ideally, games should not have any issue on release. The goal of this thread is to give direction on what to focus, so all problems can be fixed. I see often devs being too focused on presentation and length for example, when IMO, it's not that important for an indie game.
People will NOT be lenient of an indie game:
๐Ÿšซ Crashes
๐Ÿšซ Can't be played to the end
๐Ÿšซ Corrupts save
๐Ÿšซ Game ends abruptly
๐Ÿšซ Mechanics are misleading or don't work
๐Ÿšซ They can't figure out how to play it quickly
๐Ÿšซ Music is copyrighted
My opinion, on indie games, people are lenient of:
โœ… Game is short
โœ… Missing QOL features
โœ… Missing common settings features
โœ… Doesn't look great, but the gameplay/idea is good
โœ… Balance issues
โœ… Not optimized if lag occurs when it's not important
I need to reconsider my stance on code quality in game development ๐Ÿงต
A bad performant game โ‰  a buggy game. People tend to not be lenient on the later. So, even though Undertale is famous for bad code, I personally haven't seem people complaining of major bugs
It is somewhat a shame to not use the same objects, but a small price to pay to not have the headache of a possible memory leak. It was a good reminder to not forget to keep an eye on the profile if resources and nodes are being properly cleaned. Glad I got it early.
Probably nobody will have this issue with #Godot , but leaving here in the internet, just in case; I had an issue where I wanted to load a resource with inputs, include it in the InputMap and then free the reference. It didn't work. For some reason, Godot didn't want to leave the reference, even doing it manually.
The solution was then to duplicate the inputs from the resource, so the inputmap would have its own copy.
Version control in Unreal Engine

Version control

Frederick K

๐Ÿงต Found a discussion about #code_quality in game dev, so I thought it would be interesting to leave here my thoughts. Disclaimer that I don't have a "successful indie game published" (yet!) so take it as you will. ๐Ÿงต

#gamedev #advice