I’m starting to plan what would be my first game. I have a general idea of the movement system I want, but I’m unsure if it will work as I expect it.

Is there any software where I can make a sort of animated mock-up of what I have in mind?

Alternatively, how is this typically addressed in game development?

Thank you!

  • fartsparkles@sh.itjust.works
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    1 year ago

    Nothing, absolutely nothing, is better than just making a prototype.

    Dive into whatever engine or language you’re comfortable with and slap together some ugly code to test out the idea, see how it works, understand it better, and then set about refactoring.

  • ursakhiin@beehaw.org
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    1 year ago

    I would start by learning an engine. GoDot appears to be gaining some traction lately and should have plenty of resources available.

    Once you are really familiar with how to work with an engine, you’ll be able to knock out those proofs really quickly.

    Later, if that engine you’ve started on doesn’t give you what you need, you’ll have the ability to more easily determine what engine would work best for your needs.

    • Gamma@beehaw.org
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      1 year ago

      fyi Godot doesn’t have a capital D

      Solid advice, learning an engine can make the prototyping stage quick and fun

  • AdmiralShat@programming.dev
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    1 year ago

    My game dev process starts with a text outline of my ideas, usually including some sort of pseudo code. I use Obsidian’s canvas feature to write things out and organize.

    Then I make a demo project in a game engine, and do my best to create said feature or mechanic.

    You can, also, use blender to outline how exactly you want things to look. If it’s very visually specific, you can animate it and then in your engine of choice, use root motion so it looks 1:1 the same in blender.