"About this project
The course was funded in less than 12 hours! For every 1,000€ above the goal, you get a stretch point. Each point means extra tutorials, chosen by YOU!
For more details, please read this update post.
On top of that, there are extra milestones. Each unlocks big personal contributions to Godot 3.0!
In this course, you will learn to create your own top-down game inspired by Zelda, using the Free and Open Source game engine Godot.
Godot has everything you need to create great 2d games
It’s going to be much more than a step-by-step series. You will learn the best gamedev practices, explore fundamental programming concepts and become a better designer along the way!
You’ll get at least 40 tutorials to learn Godot, and 10 game creation assignments in the premium version. It will cover the full game loop, from the core mechanics to the user interface, including simple monster AI.
Rémi Verschelde (@Akien) Godot project administrator
The higher the funding goes, the more you get! And that, regardless of your pledge. Every single cent will help to make the course as good and comprehensive as possible.
The world in which the training will take place, from my recent Game Art series
The training will be DRM free and available on Gumroad, where I already released 3 products, including 2 courses.
Градостроительный симулятор, который мы заслужили: http://cityboundsim.com/
"The city sim you deserve.
Cities are complex and that's why you love them.
Experience a true city: millions of interactions between people, companies and neighborhoods. Follow detailed daily lifes, see businesses struggle in the local economy and be mesmerized by the traffic simulation. Each citizen is simulated individually, their behaviour is realistic and adorably human.
Think and plan as the urban developer that you are.
Prepare changes to your city by creating the perfect plan. Use the most powerful and yet intuitive drawing tools in any city sim ever. Create the craziest roads and intersections, lay out custom parks or even airports. Juggle projects, set priorities and recover from bad situations.
Create a city that looks like a city.
Let your city grow across a beautiful landscape, without boundaries. Enjoy detailed control over zones that curve along roads. Be surprised by procedural architecture that uniquely adapts to the available space and the local circumstances. What style and flavor will your city have?
Humble beginnings, ambitious goal.
Anselm Eickhoff builds Citybound. It gained attention as a small prototype, then became his fulltime dream project. Now he is chipping away at the impossibility of the task.
Cutting edge tech and latest research.
The solid foundation: a custom geometry toolset, high-performance microsimulation framework and economy model - based on and inspired by countless papers and theses.
We are getting there - be a part of the process.
Citybound is developed completely open source. In addition, I regularly update my community about my progress, we discuss all kinds of aspects and even invent stuff together!
My funding model is honest and sustainable: I make every new prototype available to everyone and fans pledge a monthly contribution of their choosing."
https://www.reddit.com/r/rust_gamedev/comments/5vqlln/shar_one_year_with_rust/ "Hi, Reddit!
I posted here for a few times, and now our team has reached the important stage of development - we are launching our Greenlight campaign on Steam.
Our idea is quite simple - we found [an article](gafferongames.com/networking-for-game-programmers/) about network physics synchronization and realized, that there are very few games that use physics extensively as the core part of gameplay. We have very big plans on this idea, but as a first step - we want to launch our first game with this technology. We found the simplest game mechanics exposing this physics idea and started to work.
Feedback on the language
First of all - Rust is an amazing language for game development, maybe it is the best one.
We have Rust stable on build machine and nightly for development. Nightly is used only for compiler intrinsics for a profiler. There were problems with nightly one or two times, but simple downgrades to previous nightly solved the problem. The main issue was compilation time - our biggest crate compiled for about 3 minutes. But with incremental compilation, it's almost fixed. It still takes minutes sometimes, but often - only a few seconds. I am using incremental compilation from very early testing versions - and I had only one time when it generated invalid code.
During this year I had only one (ONE!!) bug in the code that was really hard to find. The entire program behaved really strange, crashing sometimes with strange backtrace inside a hashmap implementation. This bug was found within a day, I just double-triple-etc checked all usages of "unsafe" keyword in the codebase (there were 3 times). And yes, the bug was in one of those unsafes.
Most of the time I was the only programmer, and basically, we were a 3-person team - me, 3d and 2d artists. Recently, my friend joined us as the second programmer. He works on the particle system now. He had no experience with Rust at all, so I watched how fast or painful learning of Rust is for a newbie. And he was completely satisfied! I found that Rust is absolutely good as a mentor. I mean - when you write good code, it compiles smoothly, but when you made a bad decision (like to store pointers to dynamic data everywhere or building over complicated structures) Rust tells you - please, stop, think more on design. And it actually works! I’ve seen how Rust teach you how to code.
The biggest question, when we started our game with Rust, was about the libraries and an infrastructure. How to build a GUI? How to work with 3d party data? And, yes, we had some problems with libraries. After all, the only big library we are using - is glium. I can't say that glium is perfect, but it works. Our rendering is quite simple, and it works well for our needs. The best part of glium - you don't go too far from OpenGL, so, theoretically, it may be replaced or changed when it will be really needed. On the other hand, glium just works at the beginning and is simple and useful. It’s sad that it's almost not supported anymore, but I absolutely understand reasons behind that. Maybe we will do our own glium-compatible (at least the part we use) OpenGL wrapper, maybe we'll try to add needed features to glium. "
Хм, если вместо конкретных отдельных людей, почты, товаров, транспорта использовать их примерные среднемесячные значения, а перед строительством чего-либо обязать покупать или арендовать землю, то можно симутранс сделать пошаговым.
Книжка о том, чего так не хватает прыщеиграм: http://ompldr.org/vY3dzYw
"What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives."