EDIT: On second look I’m guessing the description was more of a rhetorical (which would make more sense if it were read before the image). So all I can say is
<me pretending I have a project>: haha same
original
I have all of the free time but feel terrible most of the time, so everything really. When I actually do sit down to actually try something,
it:
a. goes nowhere (failed attempt or no idea on how to start)
b. works, but has some blocking issue (or otherwise is not as viable as I hoped)
c. is… fine, but not quite smooth for me
d. does not seem to exist as I expect, slowing my workflow
e. is actually viable, but clunky (Godot’s gridmap, unless manual config)
Not that I really have ideas, more of annoyances with common game mechanics (or that lots of new stuff is bloated from textures/video/non-compressed audio etc.) really.
For a couple of things I have made (both text-file formats+loaders), one of them I had no desire to do the writing to utilize (adventure book, for a toolkit… also font scaling wasn’t as good I wanted) and the other (2D polygons, Raylib bindings) I was a bit unsure on usage (fans vs strips, loading multiple) and couldn’t be bothered to develop to a usable state (GUI editor etc).
Some of it I know I just need to start with something simpler (I am already leaning towards this with 2D or 3D polygons) and get anything started*, but I don’t seem to be there yet. Maybe something will change…
* still difficult having an idea that is both viable and engaging for me, and even the simplest 3D I’d still need to put a bit more prep-work in (Blender template file, importer script for materials and better node view, checking Godot color palette options to see if one allows keeping my x5 ramp width) unless I just don’t do that and ignore/manually do some of those (material overrides on import aren’t difficult for example, particularly when I won’t have many materials anyway)
EDIT: On second look I’m guessing the description was more of a rhetorical (which would make more sense if it were read before the image). So all I can say is
<me pretending I have a project>: haha same
original
I have all of the free time but feel terrible most of the time, so everything really. When I actually do sit down to actually try something,
it:
a. goes nowhere (failed attempt or no idea on how to start)
b. works, but has some blocking issue (or otherwise is not as viable as I hoped)
c. is… fine, but not quite smooth for me
d. does not seem to exist as I expect, slowing my workflow
e. is actually viable, but clunky (Godot’s gridmap, unless manual config)
Not that I really have ideas, more of annoyances with common game mechanics (or that lots of new stuff is bloated from textures/video/non-compressed audio etc.) really.
For a couple of things I have made (both text-file formats+loaders), one of them I had no desire to do the writing to utilize (adventure book, for a toolkit… also font scaling wasn’t as good I wanted) and the other (2D polygons, Raylib bindings) I was a bit unsure on usage (fans vs strips, loading multiple) and couldn’t be bothered to develop to a usable state (GUI editor etc).
Some of it I know I just need to start with something simpler (I am already leaning towards this with 2D or 3D polygons) and get anything started*, but I don’t seem to be there yet. Maybe something will change…
* still difficult having an idea that is both viable and engaging for me, and even the simplest 3D I’d still need to put a bit more prep-work in (Blender template file, importer script for materials and better node view, checking Godot color palette options to see if one allows keeping my x5 ramp width) unless I just don’t do that and ignore/manually do some of those (material overrides on import aren’t difficult for example, particularly when I won’t have many materials anyway)