@Kojack said: Speaking of modular things, in my favorite space sim Independence War 2 you piloted a small shuttle that attached itself as the cockpit to different rear sections.

I guess the big question is what style of space craft you're going for? Not like Star Wars vs Star Trek, I mean like high definition or low poly, realistic or cartoony, government-controlled vs pirated?

So I see that people have been talking about tutorials and teaching which, as some who still consider themselves a beginner, I'm passionate about. The first game I made for Godot was a first person shooter and I did it in less than a year. Currently, I'm working on another first person shooter and I'm also going to finish that one in less than a year. Prior to making games, I never had a lot of good experiences with coding. I did pass IT in high school but, I didn't do well enough in math to give me an opportunity to learn programming in college. On top of all that, I do struggle with ADHD which has negatively impacted my academic performance and made me wonder if I'd ever be able to make games. Still, I managed to make my first game and my second one is going to be even better. Judging from my experiences, I had a better experiences teaching myself 3d modelling, 3d animation, music and coding than if I were to get it from a traditional educational institutions. The problem that I have with certain tutorials on Youtube is that people assume that being an expert at sometime, means that they're good at teaching it and that's a mistake; teaching is it's own skill that needs to be developed separately. Even then, I think that there is a whole lot of problem with mainstream education. When teaching myself music online, what surprised wasn't what I had to learn and how shockingly easy concepts were. Instead, it's what I didn't have to learn that made me scratch my head.

To me, I don't like this assumption that a 2d game is easier to make than a 3d game; I'm living proof of that. Even when people recommended that I first start off with 2d, I did my own thing instead and got the results that I wanted. The reason why I want more developers to make first person shooters, is because that's the easiest type of 3d game to make. I've always suspect that the reasons why first person shooters are the most popular type of action game has less to do with people wanting them and more to do with them being easier to make than third person shooters. After finishing my first FPS, I think this sentiment is truer than every before. I think beginners can learn how to make a FPS in Godot; they just need access to the good tutorials. At first, I did just blindly follow the tutorials verbatim without understanding how the code work. However, overtime, I grasp the concepts and was even able to create new solutions to problems without the assistance of tutorials.

I forget who it was, but someone said that college will teach you the basics of coding- which you can learn in such a short amount of time - in four months.

How even though I know where to find all the better Godot tutorials, at the exclusion of the less owners, all that stuff doesn't exist in one place where it's easy for everyone to find. I do have a folder one my laptop filled with all my favorite Godot tutorials I've downloaded from the internet and I do try to refine what's in that folder as much as possible. However, I don't think it's a good or practical idea for me to share my own personal Godot tutorial folder on the internet. It would have been better if I made some sort of Youtube playlist but, I haven't done that and I don't know when I'll get around to doing that either. The best I could do right now is just recommend Youtube videos created by Miziziz and Garbaj but, it seems that both of those youtubers/developers have stopped making tutorials on how to make games in Godot. Sure, they're also a lot more Youtube video tutorials on Godot that I do got and would recommend. However, Miziziz and Garbaj are just the too people I can remember off the top of my head. There is also this PDF floating around online about how to make an FPS in Godot. Even though it's pretty basic and I've out grown it significantly, I think it's way beginner friendly than whatever the documentation has in mind. I'll link it right here:

https://godottutorials.pro/wp-content/uploads/2020/07/Godot-Game-Development-for-Beginners.pdf

Because I do feel passionately about having better learning material out their regarding making 3d games in Godot, I do feel tempted to start writing my own book on free PDF on how to make FPS games in Godot. However, I'm not sure when I'll ever have the time to do that.

When Godot 4 comes out, will they be making improvements to the 3d gridmap system? I wish it had all the features/functions similar to that of the 2d tile set.

It's in beta... I have no idea.

I would just love pre-built mechanics for an open-world concept for 2D and 3D. Without open world, the scenes will have to be pretty small. I agree that there needs to be better material for learning Godot, but is Youtube the best place for it? I get it's popular, but it may be too popular, and full of people who post their hour-long tutorials. I wish they had more on this forum, or whatever, and not like copy/paste stuff- more like video tutorials. Perhaps, in addition to that, add longer tutorials that are entire games- like a space-shooter, or platformer, or FPS. I bet they could make tutorials on some of the stuff on the asset lib.

Honestly, I would rather show them how to do a text-based game than anything. If they're just starting out, they don't know what an if statement is yet. It's less about the pride in making a nice-looking game, and more about making a functional one. Not that you can't have fun with it, it could be a text-based game where you have to make certain choices in an attempt to stay alive, or have them try to finish a short story with alternate endings. In learning how to understand buttons, variables, and if statements, they then have learned enough to build, say, a mobile game with the player being controlled with buttons.

Well 2D is not necessarily easier than 3D. Most game programming is the same, control flow, logic, state machines, input control, etc. The problem with 3D is that you should have some understanding of math. While the engine does the hard work for you (you don't have to calculate yourself) you still need to know the difference between a dot product and a cross product, and when to use them. 2D is easier because it is mostly just addition and subtraction, which a kid can understand.

And if you want to learn programming, this is the best book ever written.

Beginning C++ Through Game Programming: https://www.amazon.com/Beginning-Through-Game-Programming-Fourth-ebook-dp-B00LZW07P0/dp/B00LZW07P0/

It's for C++, but it's mostly just command line text games, so it applies to any language. And mostly all languages are derivative from C, so the basics of if statements and logic are useful everywhere. This could be used for teenagers or people with no experience at all. And I've read hundreds of programming books probably, I'm sure this is the best.

@Nerdzmasterz said:

@Kojack said: Speaking of modular things, in my favorite space sim Independence War 2 you piloted a small shuttle that attached itself as the cockpit to different rear sections.

I guess the big question is what style of space craft you're going for? Not like Star Wars vs Star Trek, I mean like high definition or low poly, realistic or cartoony, government-controlled vs pirated?

I want as low poly as possible to make physics collisions efficient. It's no fun to fly through space if you don't have a few hundred bananas to fly through! I also want to envision what the first ship would look like that's built in Earth orbit for belt mining. I also want it to be a simple enough of a shape that I can hit the reform button with different scales and it'll regenerate without ever looking stretched in an awkward way. I think I might have to move my timeline up to the point where there's already some cheap asteroid material being shipping to Earth orbit from closer asteroids than the asteroid belt- that way it'll make sense to be able to 3d print larger shells. The shell I'm going for first is an elongated hemisphere.

@Nerdzmasterz said: I wish they had more on this forum, or whatever, and not like copy/paste stuff- more like video tutorials. Perhaps, in addition to that, add longer tutorials that are entire games- like a space-shooter, or platformer, or FPS. I bet they could make tutorials on some of the stuff on the asset lib.

I have eight years of teaching experience- kids and adults. The thing with most adults (every adult I've dealt with actually) is that they'll often spend so much time fretting about how to learn they often complete much less of the studying they want (usually none of the studying). Which I suppose makes sense if you're doing things on your own, after all who's to guide you? Who's to know if you're learning the right things or the right way? You need to stay engaged to learn. For programming and game development, my suggestion to any learner would be not to look for "how to make game x" tutorials (unless it's a really simple game) and just keep consuming "how to do x" tutorials as hard as you can then as soon as you think you can put something simple together do it.

@Erich_L said:

@Nerdzmasterz said: I wish they had more on this forum, or whatever, and not like copy/paste stuff- more like video tutorials. Perhaps, in addition to that, add longer tutorials that are entire games- like a space-shooter, or platformer, or FPS. I bet they could make tutorials on some of the stuff on the asset lib.

I have eight years of teaching experience- kids and adults. The thing with most adults (every adult I've dealt with actually) is that they'll often spend so much time fretting about how to learn they often complete much less of the studying they want (usually none of the studying). Which I suppose makes sense if you're doing things on your own, after all who's to guide you? Who's to know if you're learning the right things or the right way? You need to stay engaged to learn. For programming and game development, my suggestion to any learner would be not to look for "how to make game x" tutorials (unless it's a really simple game) and just keep consuming "how to do x" tutorials as hard as you can then as soon as you think you can put something simple together do it.

I just posted a quick tut for beginners on best practices if you want to critique. I can fix it if needed.

https://godotforums.org/discussion/30062/indie-devs-best-practices#latest

@Erich_L said:

@Nerdzmasterz said:

@Kojack said: Speaking of modular things, in my favorite space sim Independence War 2 you piloted a small shuttle that attached itself as the cockpit to different rear sections.

I guess the big question is what style of space craft you're going for? Not like Star Wars vs Star Trek, I mean like high definition or low poly, realistic or cartoony, government-controlled vs pirated?

I want as low poly as possible to make physics collisions efficient. It's no fun to fly through space if you don't have a few hundred bananas to fly through! I also want to envision what the first ship would look like that's built in Earth orbit for belt mining. I also want it to be a simple enough of a shape that I can hit the reform button with different scales and it'll regenerate without ever looking stretched in an awkward way. I think I might have to move my timeline up to the point where there's already some cheap asteroid material being shipping to Earth orbit from closer asteroids than the asteroid belt- that way it'll make sense to be able to 3d print larger shells. The shell I'm going for first is an elongated hemisphere.

Are you talking assets like these? You can use them in Godot, although the particles won't work.

https://syntystore.com/

I think duane has the right idea for a 2d game. Minimal graphics on a grid. I still play a game on my tablet off and on called Hoplite. Simple strategy, turn based game. A puzzle game that you push crates. A snake game. All good starter projects. I wrote my own astar pathfinding from a tutorial. Good nuts and bolts stuff. I started out with adventure game creater software which I feel was a mistake. Too much of it was already written.

The thing with most adults (every adult I've dealt with actually) is that they'll often spend so much time fretting about how to learn they often complete much less of the studying they want (usually none of the studying).

There's also an attitude among adults that studying is for children, and adult classes should be fun and effortless.

@DaveTheCoder said:

The thing with most adults (every adult I've dealt with actually) is that they'll often spend so much time fretting about how to learn they often complete much less of the studying they want (usually none of the studying).

There's also an attitude among adults that studying is for children, and adult classes should be fun and effortless.

You run the whole gamut, but there are certainly a percentage that have just forgotten how to learn anything. They've been doing the same routines over and over. Those people are prone to dementia also, which just makes the whole thing a nightmare in certain cases. I worked at a factory and the women would almost have a nervous breakdown if they had to do a slightly different job. I was the safety manager and trying to prevent repetitive motion but I finally gave up.

@Audiobellum said: To me, I don't like this assumption that a 2d game is easier to make than a 3d game; I'm living proof of that. Even when people recommended that I first start off with 2d, I did my own thing instead and got the results that I wanted.

I think that mostly applies to the graphical assets, so the assumption is in case one makes their own. I'd say initial investment into 3D assets is greater but it's also easier to reuse parts for new assets, so there's some truth to it, but it can still vary.

Programming wise while having one less dimension to deal with might make it a bit easier it's probably indeed somewhat overstated.

@Nerdzmasterz said: Honestly, I would rather show them how to do a text-based game than anything. If they're just starting out, they don't know what an if statement is yet.

3Dbuzz used to have a great python series programming a text game type of thing, a 'vending machine text adventure game' sort of thing as an intro to python. It was pretty great. Something like that would indeed be a good starter tutorial for someone who has never coded anything before.