I haven’t posted on social media, but I thought I’d end the jam by summarizing a list of key points from my postmortem here which is based on GitHub issues I opened to improve my open source Godot game project, The Fat Hand.
Summary
- An intuitive project organization for Godot is to package by type, then package by feature.
- Always attribute all creators to the fullest in your README.md, even if they are CC0.
- Don’t be afraid to override the game engine’s physics if it doesn’t work as intended.
- Don’t be afraid to look at kids guides to programming even as an experienced programmer.
- Write automated tests even for incomplete features so any future modifications will not cause regression.
- Blender’s Shinkwrap modifier is a more efficient and easy to use than expected for retopologizing models.
- Setting up continuous integration for Godot is easy.
- Mathematical solutions are the most elegant. Think back to what you’ve learned in school.
- Some problems only need a solution that looks right when the player is present, so revolve them around the player.
- There is a significant enough difference in the operation between a mouse and an analog stick to warrant different calculations or even systems to make it feel natural.
Feel free to leave feedback and thoughts on my #devtober journey. The Fat Hand is a very short game that was made for Mini Jam 88, you can beat it in under a minute. I’d be happy if any of you could try it!
Full devlog post: https://railkill.itch.io/the-fat-hand/devlog/309642/devtober-2021-postmortem