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Showing posts from May, 2025

Making a Basic 2D Platformer in Godot

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  Anyone going into games development for the first time in the past few years will have heard of Brackeys - back when Unity was the indie dev's weapon of choice, the Brackeys channel contained some of the most intuitive and comprehensive tutorials for the engine on the Internet. What it had, and still has, over many tutorials out there is quite simple - it explains things in basic English . I can't tell you how many times I've opened up a tutorial just to have a bunch of words thrown at me that mean nothing to someone who hasn't touched the engine before (which I have in the past, but not without a ton of mistakes and misunderstandings). It's one thing to just copy down what someone else is doing, but if you don't understand it or how it works, you're not going to be able to make your own game because you're not going to know what's going on or why things fit together this way. Brackeys retired his channel in September 2020, but like an Arthurian ...

Help with Worldbuilding

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Look up "worldbuilding guides" online and you'll find no shortage of possible questions to think about when designing your world. The problem is, these questions are endless and a lot of them can get pretty specific. “How does a planet with two moons deal with werewolves?” “What kind of insurance would a spaceship need?” “Do wizards have a union?” My own rule one of worldbuilding is this: do you really  need to worldbuild? Of the three "pillars" of storytelling (worldbuilding, characters and plot), worldbuilding is the easiest one to skip. If your story takes place in the real world, it probably doesn't need an explanation. Even if it doesn't, it still might not. Honestly - I wouldn't start with worldbuilding. I'd start off with getting a plot and some characters together first. In fact, you'll probably get your worldbuilding from writing the above two. If one of your characters is a wizard who upsets the wizard union, then you can start thin...