This is a little thing I created based on a world I made for a game I’m more or less making. It’s a discovery of fire.
Original size:
This is a little thing I created based on a world I made for a game I’m more or less making. It’s a discovery of fire.
Original size:
Haha yes. Tbh that is the problem with every physics system. They only work in the most generic of games.
All others are forced to find clever hacks or write their own.
To be honest, it kind of caught me offguard for how much that is true in gamedev in general. When you’re playing a game, it’s so easy to say that something should be changed or to just wonder in general why games innovate so little.
But when you’re having to actually change something, when you are trying to innovate, you have to, you know, actually write the code so that it does the thing.
And sometimes the tiniest game mechanics change can require major changes in your game code. And when you’ve finished, you realize that the change isn’t actually “fun”, or whatever other bullshit metrics games get measured with.
Yeh. What I do about it is ponder about why I think a change would be better or more fun or whatever (or ask the person who’s suggesting the change). Maybe what I want isn’t the specific change, but something that I perceive in it, then try to do whatever that is. Like “I like how fluid the physics would be if I did A”, so instead of doing A, I try to make the physics more fluid. If I can’t think of anything, then there’s probably no reason to do it.
Yeah def. It’s kinda annoying how unflexible it is. If you look at my game
totally not selfadvertising hereyou’ll see some physics things that just Aren’t Possible with Godot’s normal physics, it was very annoying to make even tho I’m happy w the result