I wonder why they even bothered to join the jam at all.
/agdg/ - Amateur Game Dev General
I figured as much.Damn. The only thing I'm really looking for is stuff that would actually be useful and save time -- like if there's a really decent and robust, customizable AI or dialogue system for tenbux I'd probably go for that. But if they're all trash then I'll just make it myself
Alright, that makes sense. I needed to know when the player entered the dead state is why. Also I'm using Godot, so I guess I could just emit a signal when the player dies so other parts of the code can just connect to that.
I do hope he's still around and will make more tutorials, this one was helpful.
The marketplace (just like Unity) has a bad reputation because of scrubs.
Obviously it isn't all terrible.
who fucking cares?
My game's character has no gender. Would my game get more attention if I called the character a girl?
How do we feel about the game design things extra credits guy talks about on youtube? Anyone got any other people they recommend talking about game design and best practices?
a game that forces you to learn about 'stuff'
I see what you mean. But just because your World is one giant logical "table" doesn't mean you're wasting space when some entities don't have some components. In a typical ECS framework, each component manager is in charge of storing one type of component, and allocating storage only for entities that actually have that component. Most component managers will use a hashmap internally, and even for components that almost every entity is expected to have, the backing store will be broken up into multiple arrays based on some notion of a "generation" (ie. time of creation) that can be easily encoded in the entity ID itself. Read up on the Bitsquid/Stingray engine, for example.