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Excellent! Let me know what you think or if you have any ideas - it’s easy to add more types, I’ve only been minimal so far. Vector3s come to mind…
I build tools in clojure and games in godot!
Excellent! Let me know what you think or if you have any ideas - it’s easy to add more types, I’ve only been minimal so far. Vector3s come to mind…
Another much shorter answer is, once you pay the steam fee, you can easily play your game on the Steam Deck, so it helps a ton for playtesting (both myself and putting the games in people’s hands).
And otherwise, the Dino page is up now in the hopes of starting to collect wishlists sooner than later.
This template might also be useful: https://github.com/bitbrain/godot-gamejam - e.g. i read through the savegame stuff before implementing it in my own game.
I saw another template the other day… and my last/next project “dino” is available as well, though it’s pretty crazy in there right now: https://github.com/russmatney/dino - i hope to whip this one into shape by june 1st!
Excellent! Let me know if you have any questions!
I’m working on some devlogs that will share parts of the implementation - I’m happy to dig into whatever directions are useful
Thanks! I’m hopeful it helps folks as an example godot game. Not that my way is the best, but it’s working for me, so feel free to borrow some patterns!
Interesting idea! I appreciate the org/plaintext driven approach, not that different from wm config bindings.
I like the idea of behavior (in this case keybindings) updating from documentation/data changes without needing to edit the code, tho there are tradeoffs and added complexities to mitigate