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:

  • The &OP
    link
    fedilink
    arrow-up
    6
    ·
    4 years ago

    Asdlfsaldjkf yeah, I made it blue just for Aesthetics:tm: then gave it a cool explanation about how the chemicals they used to create it are what make it blue since that’s apparently a thing irl, glad u like it!

    It’s a platforming game with combat and stuff. It’s very early in development, tho I released a demo on itch.io. I just have to get a better computer and stuff so I can keep going.

    • DrivingForce
      link
      fedilink
      arrow-up
      2
      ·
      4 years ago

      Are you using a game engine or building your own to make the game?

      • The &OP
        link
        fedilink
        arrow-up
        6
        ·
        edit-2
        4 years ago

        I’m using Godot, I wish I could make my own engine but I don’t have What It Takes to do that

        • DrivingForce
          link
          fedilink
          arrow-up
          6
          ·
          4 years ago

          Godot is a good engine. That is what I am using on my large team project.

          • The &OP
            link
            fedilink
            arrow-up
            4
            ·
            4 years ago

            It is very good. I’m not too happy with the way its physics work but that might as well be because they don’t fit my very specific needs lmao

            • DrivingForce
              link
              fedilink
              arrow-up
              6
              ·
              4 years ago

              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.

              • Ephera
                link
                fedilink
                arrow-up
                6
                ·
                4 years ago

                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.

                • The &OP
                  link
                  fedilink
                  arrow-up
                  3
                  ·
                  4 years ago

                  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.

              • The &OP
                link
                fedilink
                arrow-up
                4
                ·
                4 years ago

                Yeah def. It’s kinda annoying how unflexible it is. If you look at my game totally not selfadvertising here you’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

        • SirLotsaLocks
          link
          fedilink
          arrow-up
          4
          ·
          4 years ago

          Godot looks really nice, I’ve messed around with it a bit and it doesn’t feel too overwhelming.