Talk about anything
I just tried Mission:ISS. That VR app was a genuine experience. I always knew astronauts had to do so much for simple things we take for granted here on the planet, but it really is a whole other thing to see some of those things they have to use in order to survive. Even eating looks like a real pain.
I never realized that astronauts have their own version of burgers. Identical to what we have here, with one exception- they put it all in a tortilla instead of a bun.
Audiobellum I get wanting to break pop tradition and some people may like what you have. I'm more of a prog and punk kind of person. It's more my style of "deviance".
Audiobellum
I like this version:
Kojack That was nice but, now you've sent me down the rabbit hole of parodies for this song. XD
Nerdzmasterz
Mission: ISS was great. I really like the movement controls (when fully unlocked) where you can use both hands to rotate yourself.
Lone Echo 1 & 2 are awesome, but I was disappointed that their movement didn't have the ISS style rotation.
Have you ever felt that you've worked on a game for way too long before? Sort of like you know of ways in which you could improve your project but, you just feel tired of you're project; you just want to publish it then forget about it. Have you ever felt like that?
Audiobellum
Can't say that I have, but there's an easy solution -- work on something else. Don't give in to the temptation to publish before it's ready. That way lies endless regret. [Unless you're a big company. Then you just ignore the cries of outrage and patch everything months later. ]
Audiobellum Yep. Totally. Then I jump to another project. I actually am staring at my latest project, wondering when/if I will get it done before that happens. Best way to deal with it imo is to make a very small project- and ignore the awesome features you want in it. Those features will come in another update. Just get a first viable product out.
This project I'm doing now is not going to be so simple as it is larger and has more features than usual in the base game. For this, I just have to build it little bit by bit each day, and not overdoing it. Otherwise, I truly WILL get sick of it. I guess when push comes to shove, I'll at least have games to play to give me a break. Sometimes getting a game that sucks your brain into itself to free yourself of the work is what is necessary. For me, it was this freaky game:
Yo, Carter on Netflix was friggin crazy.
I guess it's very likely that Godot is being commercialized. All noteworthy plugins will become paid. Yes I'm a pessimist (which in reality = realist).
No it's not. It just a way to get on consoles, and also to support full time staff. That is a separate project from the main open source Godot, it's a company to support commercial interest in Godot, but not commercializing Godot itself. And this is a good time to do something like this if the maintainers are serious about the engine.
- Edited
If that's the case, or that there are different versions of the engine like a FOSS one and others with different licensing to satisfy commercial needs (and draw development power), then count to 1 and I'm off. I still have my own render framework around.
cybereality
That looks like a 3rd person Hardcore Henry.
I'll have to check it out.
Have a read of the W4 FAQ: https://w4games.com/faq
All looks fine to me.
Juan posted some comments on Twitter that are relevant.
- Edited
So W4 is a shim, then, between the free Godot engine, and the proprietary systems who only reluctantly trust Godot's development. Can't follow the argument that Open Source has little acceptance in the game industry, Unreal and oh so many other frameworks are OS, too. Maybe in the console/mobile industry because of their largely incompatible, even disputatious EULAs and business models.
Be it as it may, we'll see. I'm independent :-)
Correction: Unreal is "source-available", which is not "open source". Thanks, @cybereality .
Unreal is not open source. The source is available, but still proprietary and with many restrictions.
Kojack All looks fine to me.
Yeah, it's all kosher. Basically just a way to get on consoles and provide professional support. Seems pretty reasonable and a fair way to keep the project alive. Most successful open source projects only were able to generate any revenue off support contracts, so seems like a solid plan.
- Edited
cybereality Juan posted some comments on Twitter that are relevant.
Unfortunately Twitter is blocked in our country, so I can't read what it's about.
Kojack Have a read of the W4 FAQ: https://w4games.com/faq
I have carefully studied the questions and answers. It didn't make me any more optimistic.
cybereality It just a way to get on consoles
Consoles are a particular case.
I will try to explain why this is a catastrophe for my project. The project assumes that users (players) can create their own content and share it. Examples: in Sims you can build a house, in NWN you can create scenarios with your own maps and quests. If a plugin to create something is paid for, how can you include it in the game? Options:
- make the game pay;
- make plugins available for a fee.
The first option, given the number of plugins required, would be simply unaffordable. Probably would set a record. The second record would be in terms of sales. I mean the "reverse" record - no one will buy.
Second option. It turns out you can make a house for free, but you have to pay for the vegetation around it. Or make a character, but pay for the clothes (if you don't play nudists - so not a good option).
β¦and will not intentionally do anything that reduces the donations to Godot.
This is a contradiction in itself. The very existence of W4 reduces donations.