Meatbag
Literate
- Joined
- Oct 21, 2024
- Messages
- 25
Thanks! Yeah, I've had mixed results using AI. It was able to get me through some simple stuff but fell over when I started asking about concepts that had been recently updated in Godot. One thing it was good at was quickly annotating code blocks so I could understand what they were for.This "spaghetti" is also why no code engines never took off - they are horrible at scaling. I can't imagine using one to create anything beyond a prototype. GDevelop looks pretty good but I would not use it for anything more than concept stuff.Unfortunately I don't have any resource to recommend beyond the Unity or Godot manuals and tutorials, but these contain the bare essential that you need to grasp. Beyond these, you will need to look how to organize your code so that it does not become "spaghetti", that is why I was talking about object-oriented programming in my previous post. For example, the damage value of a weapon should be a variable that is linked to the weapon as an object, not something linked to a character. The more complex your game is and the more you need to organize your code this way. For example, that means you would have a class "weapon" that has all the code and information related to them. This really is the most advanced stuff that you need. If I remember correctly, the Godot tutorial teaches this a bit, with scripts attached to different objects, communication between them without total dependence between them, and variables held by the proper script.That's true. I think I just really struggle with the delayed gratification that comes with taking on something like coding. With are I can immediately see every improvement on the screen but with coding, I never manage to get anything off the ground and I get very frustrated with myself.Learning how to code good enough to use Unity or Godot takes time but you are capable of it. Your "very very low level of competency" will become "very low" in a few weeks, then "low" in a few months, etc. Once you are comfortable with a few key concepts (e.g. object-oriented programming), you will be able to do a lot.
I think it is much more reliable to do it yourself rather than hopefully finding the right person. With someone else, you trade the trouble of coding with the trouble of being dependent on another person.
Your art looks really good.
Do you know of any good resources that explain the bare fundamentals for coding in a way so simple that even a humble retard (such as myself) could gasp them?
when I try to read engine manuals, the huge wiki pages full of text just fry my little brain
What I really hate about Godot (besides its wokeishness and cultishness) is the whole node based way of doing things. I never ever get very far with it.
Whilst Unity on the other hand is malware/bloatware, the paradigm of the component based system is much better. But that too has its problems particularly when you are trying to extend the Engine it just doesn't fit every need that well.
In regards to resources. If anything there are too many tutorials and information on programming that it can be overwhelming to begin with.
ChatGPT actually might not bad if all you need to do is learn with small snippets. But if you try to push it too far it blows up in your face pretty quickly.
The other point I'd make is that creating isometric games are not for the faint hearted developer, depending on what features you want in there. It can be fiendishly difficult to work with.
Also things like creating a turn based system, and so on, are also quite involved.
What is it about Isometric games that make them so difficult? (might be a moot point as currently, everything code related is difficult for me) I know state machines for turn based combat can be very tricky but other than that, I don't think I have anything overly complex planned.
Speaking in very broad terms, I plan to have
- Big tile maps with doors to smaller tile maps for building interiors and dungeons
- Tile-based turn by turn combat with attacks that can have AOEs over multiple tiles and reposition characters
- A layered gear system where each piece of equipment has its own 2d animations that get layered over each character (okay I can see this one getting pretty complicated)
- Staple RPG stats, attributes and abilities for levelling up
- A town full of stationary NPCs with dialogue
- No vertically (levels of elevation)
- No cutscenes