I'm starting a brand new indie game (by throwing away the prototype)

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  • Опубликовано: 18 окт 2024

Комментарии • 14

  • @user-rx3xl7zn1u
    @user-rx3xl7zn1u 6 месяцев назад +4

    This was very insightful. Why don't more people talk about unit testing, proper logging, and other practices that make development more streamlined? I'm going to have to watch this again and take notes.

    • @ytczech2746
      @ytczech2746 4 месяца назад

      Not just once more, but twice, or three times :)

  • @PavloSazonov
    @PavloSazonov 6 месяцев назад +3

    I made up a workaround for race conditions: FSM
    basically you autoload a state machine and define where you supposed to be and what actions are permitted. You're in a main menu page? slamming [ESC] won't do anything, you just have menu stuff going on and gameplay is paused. you're in a gameplay now? your InputAction also checks if you're actually in active gameplay. if there's something behavioural that changes in the game - make a new state for that and set what can happen there.
    hope it helps

    • @SDGGames
      @SDGGames  6 месяцев назад +2

      Yeah, that is generally what I have. The main difficulty was during the transitions between states. Am I "playing the game" when I click the button, or after the menu has finished animating out of view? From the perspective of pausing the game, I don't want to open the pause menu when the main menu is visible, but from the perspective of adding enemies to the scene, I need to be "playing" when the button is clicked. It's not super complicated, but there were enough states and transitions that I feel fairly happy with my choice to use TDD to create the state machine.

    • @adventuretuna
      @adventuretuna 4 месяца назад

      that's not a workaround that's a proper solution lol

  • @wulfrickwille3871
    @wulfrickwille3871 6 месяцев назад +1

    Hey, cool stuff you are doing there, I like the artstyle :)
    Could you possibly do a video/tutorial about Unit testing outside of this series?
    For me your planning and dev cycle talk in this Episode was very insightful :)

    • @SDGGames
      @SDGGames  6 месяцев назад

      Yeah, I can put it on the list!

  • @xen-42
    @xen-42 6 месяцев назад +1

    Dunno how I had never seen the description stuff on Nodes, that's good to have learned

    • @SDGGames
      @SDGGames  6 месяцев назад +1

      I don't know if I ever saw anyone use it either, I just stumbled across it one day.

  • @keithwinget6521
    @keithwinget6521 6 месяцев назад

    Nice, I should literally be doing these things for my project.

  • @TobiasSample
    @TobiasSample 4 месяца назад +1

    How do you do unit tests? They would be great to have!

    • @SDGGames
      @SDGGames  4 месяца назад +2

      I just use GdUnit4. I have a submodule that I add on to each project, and the Gitlab-ci file runs the tests automatically in the cloud. I might make a tutorial on testing at some point.

  • @khaim0919
    @khaim0919 4 месяца назад

    If any, what plugin for printing are you using? It would be great if you could list plugins in the description or video !

    • @SDGGames
      @SDGGames  4 месяца назад

      Good idea, I can start adding that to the descriptions. I made the printing plugin myself, it's called sdg-print. It's just on GitHub under SdgGames/sdg-print
      All of my plugins are submodules on GitHub so the code doesn't clutter my actual projects. Even the big ones like GdUnit are stored in their own repo, and I just update the submodule code when a new version releases.