Admittedly I'm entering this conversation late, but Unity is a functional engine that can create isometric 2.5D games. Fairly easily to boot.There are zero functional 2.5D isometric engines in 2024. Admit it and move on.there is 0xffffffff point to craft an isometric 2d engine anno 24This took far longer than it should
admit it and move on
God no! Fake 2.5D using 3D looks awful.Ex-Fucking-Actly!!! (except openxcom)There are zero functional 2.5D isometric engines in 2024. Admit it and move on.
you know why? cause there is no fucking advantage to it! only pain and wasted time
if you are writing a renderer, a lighting system, all the ai, all the tooling for it, for something that should see the light of day: you - are - a - moron
the pseudo 3d just adds a ton of non-functional worthless work on top to make it look proper
you either go rudimentary 2d and focus on innovative, interesting features that dont exist on the market or you grab an engine that has at least all the visuals functioning so that you can focus on kewl features
retarded faggot
you don't really need CS knowledge to code in Godot or unity. I started with just trying to make a game I'd like to play. The more time you invest into playing with a game engine the more you learn about it and how it works, so it's just about the time invested really, like any other skill. Also, once you learn one of these engines it will be easy to switch to another, e.g. I used to use unity a lot before I got my job and never touched unreal, but now i am an unreal programmer (although I still use unity for my side project). Godot's scripting language is a bit like python so I think it's a great starting point, although I found its architecture with scenes and nodes a bit confusing... scenes are kind of like prefabs in unity and are not literally scenes but can be characters and similar, it's just a template container which stores nodes.How do I into game dev? I'm trying to learn Godot, but I am simple and dumb and skipped CS.
Studying CS is not required for making a game. Learning Godot is good enough, see some tutorial making a simple game so you get the ideas of how making a game works and then try to make toy games or literally start the game you want to make. But first do follow some tutorial to get some concepts down. However, avoid the problem of thinking you need to watch more tutorials before making your game. It can get to a point you are never making anything because you think you don't know enough. Everything you don't know, will be learned as you try doing it. A tutorial is good to get the basics down, everything else you search as needed.How do I into game dev? I'm trying to learn Godot, but I am simple and dumb and skipped CS.
it all depends how complex teh whole game will getAnd any design pitfalls I may run into going into this blind that will leave me kicking myself later and wishing I didn't have to do major rewrites.
Tbh, I don't think there is a better book than this: https://www.amazon.com.br/Engine-Architecture-Third-Jason-Gregory/dp/1138035459In that context, I would love if anyone had some good reading recommendations that touch on the more conceptual layout of a game engine, preferably one that has as little to do with programming as possible.
Hey I just saw your review (I suppose it's you because you refer to yourself as a zoomer), thanks for your support, though I don't know if I should be happy because it reads like you bought the game out of pity for me lolMarketing is overrated, I don't think it's the problem here, nor the price, it's the art style. I like rpgs (not all tbh), but I find this too retro for me. pumpkinteractive maybe you should try your next game to have modern interface and gameplay but imitating the retro look? E.g. I really liked the skald demo https://store.steampowered.com/app/1069160/SKALD_Against_the_Black_Priory/ this game looks retro, but feels modern somehow. But I'm a zoomer so idk... I get intimidated by such low res and huge pixels :D
also, btw steam algorithm catches up after first 10 reviews: https://howtomarketagame.com/2022/01/25/why-your-first-10-reviews-are-the-most-important/
I don't plan on making anything terribly complex for my first real project, Wizardry 1 seems perfect for that. Read a little bit about this entity component system you mentioned, that does seem like a very flexible approach, thank you. I'll do some more studying about it in depth.it all depends how complex teh whole game will getAnd any design pitfalls I may run into going into this blind that will leave me kicking myself later and wishing I didn't have to do major rewrites.
if you do c++/java style oop, dont use inheritance to characterize things, use composition, google entity component system
design the application of effects to agents before you write any code, especially if they interact...
go to oreilly media and search for game engine book...?
Thanks! Looking at some indexes for it I found online, this looks very comprehensive and exactly what I was looking for. I'll give it a read before I start putting any real work into the engine part.Tbh, I don't think there is a better book than this: https://www.amazon.com.br/Engine-Architecture-Third-Jason-Gregory/dp/1138035459In that context, I would love if anyone had some good reading recommendations that touch on the more conceptual layout of a game engine, preferably one that has as little to do with programming as possible.
Find beginner tutorials on your preferred engine. Follow along even if you have absolutely no idea what they're actually doing.How do I into game dev?
I will rewrite it so it doesn't sound like I bought it out of pity. I played the game a bit, and it's actually kind of fun (although I initially did kind of buy it out of pity LOL). Make sure to get to those 10 reviews as quickly as possible btw, this is how algorithm starts to help you out. Tell ppl to write a review.Hey I just saw your review (I suppose it's you because you refer to yourself as a zoomer), thanks for your support, though I don't know if I should be happy because it reads like you bought the game out of pity for me lolMarketing is overrated, I don't think it's the problem here, nor the price, it's the art style. I like rpgs (not all tbh), but I find this too retro for me. pumpkinteractive maybe you should try your next game to have modern interface and gameplay but imitating the retro look? E.g. I really liked the skald demo https://store.steampowered.com/app/1069160/SKALD_Against_the_Black_Priory/ this game looks retro, but feels modern somehow. But I'm a zoomer so idk... I get intimidated by such low res and huge pixels :D
also, btw steam algorithm catches up after first 10 reviews: https://howtomarketagame.com/2022/01/25/why-your-first-10-reviews-are-the-most-important/
Thank you in any case, you are definitely very kind !
The price might be too high because I saw a drastic increase in wishlists (over 2000%) on launch day but just little converts from previous WL's, plus someone in the chat was saying it's to expensive...
I'm not here to lament or anything, I'm also grateful for the negative response because I can improve on what's clearly broken (I don't know how I completely missed the wrong background in the city).
I think I should also highlight more that it's not a RPG in the common sense, it's more a adventure game with combat.
I think there are some wrong expectations when the description reads it's inspired by classic RPGs which refers to the art style, not the mechanics.
I have no experience with publishing on steam, but in the indie dev circles people have noticed that their game has increased visibility (I guess through discovery queue and the "New and trending" section, and maybe suggestions) after getting the first 10 reviews. I'm guessing steam has some sort of algorithm to hide most garbage games this way.What's this about 10 reviews? What's the "algorithm" you keep mentioning?
Do they have to be reviews from bought copies or do free copies count?I have no experience with publishing on steam, but in the indie dev circles people have noticed that their game has increased visibility (I guess through discovery queue and the "New and trending" section, and maybe suggestions) after getting the first 10 reviews. I'm guessing steam has some sort of algorithm to hide most garbage games this way.What's this about 10 reviews? What's the "algorithm" you keep mentioning?
rotation
, position
and bounding_box
. All scenery can be interactive
, and currently active
which are boolean values. Some scenery may be currently playing an animation where its current frame
is an unsigned integer. Doors may, when active, be currently opening or closing
— an additional bit of state is then necessary to express it.An overkill, needed only for multiplayer, when a person can jump into a scene and be sent information that the door is currently being opened at a certain percent progress.Some scenery may be currently playing an animation where its currentframe
is an unsigned integer. Doors may, when active, be currently opening orclosing
— an additional bit of state is then necessary to express it.
Godot is weird, either it gels with you or it doesn't. I found it less intuitive to get into compared to Unity or even UE3.How do I into game dev? I'm trying to learn Godot, but I am simple and dumb and skipped CS.
thats an ecs with composition, its a fancy name for old school c style data driven codeThis has a set of 20-30ish properties which says what it can/cannot do.
These properties have an associated script which is executed if that condition for that property is triggered.
i dont think thats a great usecase example for an ecsHow'd you encode the differences between static scenery, scripted scenery (e.g. a ZAX terminal or vendor shelves), plain unlocked doors, and locked and/or scripted doors?
I am talking about why I dont adopt an ECS framework like https://github.com/Chillu1/CSharpECSComparison Basically I dont want these kinds of things in my life, introducing their bugs and weirdness.thats an ecs with composition, its a fancy name for old school c style data driven codeThis has a set of 20-30ish properties which says what it can/cannot do.
These properties have an associated script which is executed if that condition for that property is triggered.
gaylord = { // entity
age = 13 // component
canfuck = true // component
}
system = select_entities_with_following_components(age, canfuck)
system.do_shit()?
i dont think thats a great usecase example for an ecsHow'd you encode the differences between static scenery, scripted scenery (e.g. a ZAX terminal or vendor shelves), plain unlocked doors, and locked and/or scripted doors?
where is the hard conflict in the inheritance hierarchy?
inheritance:
weapon -> sword
weapon -> wand
weapon -> swordwand // thats a class with copypasted code from sword and wand
ecs composition:
sword [melee]
wand [casting]
spellsword [melee, casting]
inheritance:
tile -> static
tile -> interactive
tile -> scripted
tile -> interactivescripted
ecs composition:
tile [static]
tile [interactive]
tile [scripted]
tile [interactive, scripted]
https://ericlippert.com/2015/04/27/wizards-and-warriors-part-one/
https://github.com/bakpakin/tiny-ecs