Just to let you know, even a year after you started this series, you are getting newbies (myself) who followed this and have learned so much. thanks to how you show and do things here.
I plan to.. I really havent had the time. But next on this series is having the enemy kill you and creating a pause menu. I also wanted to do VR support.. Do you have anything your looking for?
@FinePointCGI nothing specific. I've done my own game with my own engine and then tried jmonkey. Now trying out godot 4. I like your series, as it explains things. Not just follow and type along, not know why your doing it. So many so called tutorials are just a follow me not a tutorial. They are a step by step, not learning.
Hello, you’re videos are gold. Please consider making better thumbnails as they all look the same and the text is too small. Having simple and quickly recognisable thumbnails will help a lot of viewers get interested or find what they’re looking for.
@@FinePointCGISimple tips from a graphic artist here: • The purple slice is great, it adds a recognizable feature for your brand. • Remove all text except for the title, which should ideally be under 5 words. Thumbnails are meant to be graphical, not text-based. For this video, you could just use “Godot Crafting Tutorial”. Enlarge the text more so it’s easy to read. As long as you’re using the purple background, you can keep the text white without any extra effects (outlines, glow, etc.) as it already has enough contrast. • The main focal point of the thumbnail should be a single recognizable image. This video has a bunch of grey boxes for the background, which is hard to associate with “Crafting” or “Godot”. Maybe try using a blurred Godot script as the background, and an outlined image of a crafting table in the center (Either a cartoon image asset or Minecraft- anything that’s immediately recognized as a crafting table). The trick with thumbnail images is to keep it simple and easy to read- keep the amount of images as sparse as possible. Hope that helps!
I have a question though, why a crafting system? What does it add to the game? These days it seems everything needs to have one but, does it really add to the experience? And if it does why only make it a "buying with more currencies" type instead of something different? I mean, that just came to mind while I was watching.
Honestly I'm not going to be using it for my game but it was a requested feature to be added. I also had a request for doing a currency system as well so that may make it in here as well.
Just to let you know, even a year after you started this series, you are getting newbies (myself) who followed this and have learned so much. thanks to how you show and do things here.
Aint no way this was 8 months ago. Hope you will continue soon.
Pure magick my dude.
Keep it up! You are best at godot 4 3D
Hey thanks sorry I got kind of distracted with multiplayer but I will be coming back to the horror game I promise!
Are you doing anymore?
I plan to.. I really havent had the time. But next on this series is having the enemy kill you and creating a pause menu.
I also wanted to do VR support..
Do you have anything your looking for?
@FinePointCGI nothing specific. I've done my own game with my own engine and then tried jmonkey. Now trying out godot 4.
I like your series, as it explains things. Not just follow and type along, not know why your doing it.
So many so called tutorials are just a follow me not a tutorial.
They are a step by step, not learning.
谢谢分享
Hello, you’re videos are gold. Please consider making better thumbnails as they all look the same and the text is too small. Having simple and quickly recognisable thumbnails will help a lot of viewers get interested or find what they’re looking for.
Yeah i need to figure out how to make better thumbnails. Im really awful at doing it...
@@FinePointCGISimple tips from a graphic artist here:
• The purple slice is great, it adds a recognizable feature for your brand.
• Remove all text except for the title, which should ideally be under 5 words. Thumbnails are meant to be graphical, not text-based. For this video, you could just use “Godot Crafting Tutorial”. Enlarge the text more so it’s easy to read. As long as you’re using the purple background, you can keep the text white without any extra effects (outlines, glow, etc.) as it already has enough contrast.
• The main focal point of the thumbnail should be a single recognizable image. This video has a bunch of grey boxes for the background, which is hard to associate with “Crafting” or “Godot”. Maybe try using a blurred Godot script as the background, and an outlined image of a crafting table in the center (Either a cartoon image asset or Minecraft- anything that’s immediately recognized as a crafting table). The trick with thumbnail images is to keep it simple and easy to read- keep the amount of images as sparse as possible.
Hope that helps!
First
what really makes those horror games scary are the enemy ai
I care. 😀
Great content, good example of planning features before implementing it with design overview!
I have a question though, why a crafting system? What does it add to the game? These days it seems everything needs to have one but, does it really add to the experience? And if it does why only make it a "buying with more currencies" type instead of something different? I mean, that just came to mind while I was watching.
Honestly I'm not going to be using it for my game but it was a requested feature to be added. I also had a request for doing a currency system as well so that may make it in here as well.
@@FinePointCGI I see, from the title it seemed this system would be added to a horror game. 👍