Hello developers, My name is Alxira5 and I am new to this forum, and the reason why I create this topic is to solve a question that practically cannot be answered... What would be good practices for starting a Godot project? I mean the "Initial commit" to refer a little to Git.

I'm not a novice software developer, but I am sure that I must create the functionality and playability of the game when uploading it to Git as an alpha version, because I think creating a home screen and a few menus won't tell us anything about the game.

In conclusion, I should create something in addition to what was mentioned to be able to create a demo of what the game will be in the near future, because obviously it is not a good idea to launch it in one blow.

  • xyz replied to this.

    This question is confusing. Of course you want to have other people doing testing on your game. But usually this is done no earlier than a mid/late alpha. That is nothing you should worry about when starting a project. Personally I never found getting feeding useful in the early, typically rapid part of development.

    The initial commit is usually just the project setup including gitignore file. As for the main menu screen my current game didn't get one until half a year into development (admittedly this is a large 3 year project). This is not something that needs to be rushed.

      Zini It sounds very reasonable, since in 4 months I have only been able to make 5% of what the game would be and that was not what I expected, and I was not referring to the organization of the project but I understand what they want to tell me.

      I guess a game isn't something I can do in a day, like a small blog or web application, since they require a lot of work and commitment to be completed. Git would come into this, because it doesn't hurt to have control of your changes and progress.

        Alxira5

        Git would come into this, because it doesn't hurt to have control of your changes and progress.

        Lol? Version control is absolutely essential. If you aren't using it yet, change that right now.

        Alxira5 In game development you don't work on assets unless you absolutely need to. Early versions of a game are mostly placeholders to get the mechanics working.
        Look at the alpha version of starcraft 2, the units are 2D.

        The first thing you must do is called a "minimum viable product", it has all the main mechanics of your game, this will allow you to find problems with your game's structure (how things are supposed to work) and also tell you if your game idea is actually fun or is going to fail.

        Once the mvp is good enough you can transition it into your game or start your game from zero, but you will have some of the code you need and an idea of how things must work.

        It is a good idea to start with the main mechanic of the game, like a level with the characters. some devs make a test level for testing mechanics and implementing new features like adding enemies or items.
        Testing is VERY important, and this will save you time. If you make the menues first you will have to go through the menues to get to your game, maybe start from zero, and then have to work your way into the new feature for testing. That's a good way to make a game that's full of bugs that are not discovered until after players get to play.

        To add to what others said: yes, use Git from the start, not at the end when you’re releasing.

        It doesn't really matter when you introduce git... as long as you don't introduce it too late.