He/Him
My game is a bit complex, and the friends I've had try it have felt a bit lost to begin with. Please vote, and comment if you have other thoughts or suggestions!
#gdscript #godot #rpg #osr #indiegame
My game is a bit complex, and the friends I've had try it have felt a bit lost to begin with. Please vote, and comment if you have other thoughts or suggestions!
#gdscript #godot #rpg #osr #indiegame
Not the course I recommend for others, but we all have our own paths to walk, I guess.
Not the course I recommend for others, but we all have our own paths to walk, I guess.
The simulationist elements are important here. Factions with their own agenda are going to do stuff as time passes - and that might impact the player, whether they want to interact with those factions or not!
The simulationist elements are important here. Factions with their own agenda are going to do stuff as time passes - and that might impact the player, whether they want to interact with those factions or not!
I still wanted to include it as an option to visit, especially since this is a remote area and vendor options will be limited.
I still wanted to include it as an option to visit, especially since this is a remote area and vendor options will be limited.
The resources available to learn from on the internet right now are incredible, and free. Finding them isn't really that hard.
The resources available to learn from on the internet right now are incredible, and free. Finding them isn't really that hard.
I'm sold.
I'm sold.
I wanted to avoid binary storage for two purposes: 1, allow players to edit the file if they desire to cheat, and 2, the same structure defines the underlying game world for mod purposes
I wanted to avoid binary storage for two purposes: 1, allow players to edit the file if they desire to cheat, and 2, the same structure defines the underlying game world for mod purposes
Not like saved games being a few dozen MBs would have been a big deal, but... why duplicate a ton of data when we don't have to?
Not like saved games being a few dozen MBs would have been a big deal, but... why duplicate a ton of data when we don't have to?
JsonClassConvertor - saved, but couldn't load. Doesn't appear to properly handle custom classes, despite saying it does. 9k~ lines for my current world
SimpleJsonClassConverter - got further on load, but 30k! lines of json
JsonClassConvertor - saved, but couldn't load. Doesn't appear to properly handle custom classes, despite saying it does. 9k~ lines for my current world
SimpleJsonClassConverter - got further on load, but 30k! lines of json
It was mostly on an object-by-object basis, fortunately, so I've been able to flag things as "save" or "do not save".
It was mostly on an object-by-object basis, fortunately, so I've been able to flag things as "save" or "do not save".
So... switching it up to serialize to json. And neither of the two plugins out there work, so I get to write my own implementation.
Yaaaay.
So... switching it up to serialize to json. And neither of the two plugins out there work, so I get to write my own implementation.
Yaaaay.
Oops, turns out it's a potential vector for malware. While I won't be able to avoid that
Oops, turns out it's a potential vector for malware. While I won't be able to avoid that
The core of these approaches should be handcrafted bits, and hopefully by allowing the world to procedurally come together, I can provide unique experiences with how those pieces interact.
The core of these approaches should be handcrafted bits, and hopefully by allowing the world to procedurally come together, I can provide unique experiences with how those pieces interact.