Refactored the save/progress system again. Hopefully for the last time? I realized it would be necessary when I started making an actual mission in a level.
Instead of developing a rigid "each mission only has these specific states and all missions must fit in that structure" I'm going with a more loosey-goosey, but *contained* structure where each level has its own data and logic scripts. That way I can have an arbitrary number of tracking variables like "has_talked_to_character_abc" or "has_done_thing_xyz". And more importantly, I can easily reference those in the dialogue scripts like in this screenshot.
Main.gamestate holds the universal stuff, but Main.gamestate.data holds the individual level data which can be whatever. It might be a little convoluted, but the complexity shouldn't actually get that bad since I can contain it all within an individual level.

Really enjoying learning about #pathfinding algorithms and how to apply them to #tilemaps in #Godot.
#Godot4 #GDScript #GameDev #Programming #BFS #BreadthFirstSearch #tileset
RayMarch! RayCast! Spell Cast! Realtime 3D Fractals with Collisions in Godot 👽 #godot #indiegamedev
FLASHING LIGHTS WARNING - More fun digital camera shader FX, dead pixels and rolling shutter.
We've been working on new environments this week!
They still need some touch ups here and there but the vibes are great.
#GameDev #IndieGame #GodotEngine #CozyGame #Godot #PixelArt #PointAndClick #OpenSource #FOSS #Pixelorama
Danny Limanseta (@DannyLimanseta)
아이디어에서 8일 이상 'vibe coding'으로 Godot 엔진을 사용해 플레이 가능한 게임을 만든 사례를 공유합니다. 제작 과정에서 Cursor를 통해 약 12억(1.2B) 토큰을 사용했고, 곧 플레이어블 데모를 공개할 예정이라고 밝힙니다. 게임 콘셉트는 용병단 관리·용병 계약 수행·전리품 획득의 오토배틀러 스타일입니다.
https://x.com/DannyLimanseta/status/2021619996947075083
#cursor #godot #gamedev #ai #llm
caustics type of stuff using world space coordinates from depth
Spent some time refactoring Schmooverz, leaving 3D behind to go back to 2D. Many annoyings physics bugs are gone, but I spent soooo much time animating !
Anyway, now I can start making more content and implementing the roguelike elements !
#godot #godotengine #gamedev #indiedev #platfighter
Here’s what might be the final version of my game’s itch.io cover. It may not pop as loudly as others due to the muted palette and subtle contrast, but maintaining a cohesive visual style is more important to me.
#ドット絵 #pixelart #gamedev #indiegames #godot #indiedev #devlog

Et maintenant… #GODOT ! C'est l'heure de tripatouiller Godot Engine en live, toujours en mode découverte avec un #tutoriel gratuit de chez #GDQuest
👉 https://twitch.tv/kholo
#godotengine #gamedev
Here's a Godot question about scenes, like how do they work? I mean on a fundemental level. I was always under the impression that it was like a nested doll but I was recently thinking about performance having large areas with lots of stuff, if they all were in one scene that had lots of smaller scenes would that force everything to be put in memory or can stuff inside a scene be "chunk loaded"? #godot
Godot 4.6 removes the load_steps property from the scene files! This should reduce the number of git conflicts and make them easier to resolve ❤️
By default the change only happens when you save a scene. But there's a tool to update all your scene files in one go under Project > Tools > Upgrade Project Files...
