This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.
Post your project, your progress from last week, and what you hope to accomplish this week.
If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service
Jump in the discussion.
No email address required.
Notes -
How have you been doing @Southkraut?
Still thinking about which engine to use. Are you tired of this topic yet? I am.
I had a bit of a thought.
All of this assumes C# scripting for easy migration, of course. So Unreal is right out.
From that thought onward, I considered my existing Unity codebase. There's a lot in there, ready to use, but it follows the old design doctrine of "everything is physical first, abstract second", which is of course the opposite of what I have discovered myself wanting. So even if I do return to Unity, it will take a lot of work to reshape the old code to conform to my new view, plus hanging into into the framework I build in Godot. I should think carefully about how to approach all this so as to achieve a good result without having to redo it several times over.
All that said, I'm strongly considering going for Unreal after all. It's been a pain so far, but for all the effort required to get anything done in Unreal, I am at least confident that the it will bear fruit at some point because the Engine is doubtless capable and not possibly-actually-broken like the others are in many respects. And unlike Unity, I needn't worry about its future nearly as much. That said, my two big pain points are of course C++, but maybe I just need to live with that language and its abominable two-files-per-class structure, and the fact that I won't be able to migrate over any of my old code.
So to recap: More thinking, still no coding.
And thanks for keeping this up. It prevents me from getting distracted entirely. Not like I'm getting much done either way, but this way I'm at least forcing myself to consider the issue regularly. There's hope yet. Please don't stop pinging me.
What genre of videogame are you making?
1st person optionally violent interactor in a very large procedurally generated world with a side dish of "large numbers of people" simulation.
Look, I have no idea what I'm making. There are a bunch of themes I'd like to do and a bunch of mechanics I'd also like to do and a bunch of simulation aspects that I'm usually doing instead of either of the former because somehow I feel at home in technical rabbit holes.
But if I could just stay strictly on course and work towards results instead of in circles, I suppose we'd end up with something like a first-person Kenshi, if that means anything to you.
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