Interesting idea! I appreciate the org/plaintext driven approach, not that different from wm config bindings.
I like the idea of behavior (in this case keybindings) updating from documentation/data changes without needing to edit the code, tho there are tradeoffs and added complexities to mitigate
I’ll warn that it’s a bit of a mess in there! I use it daily on my machines, but i feel it’s not super approachable yet. But feel free to grab ideas or ask any questions, it has some cool features!
These things tend to imply dependencies for how they're implemented plus whatever they are integrating. The UX is definitely the right one tho! Rofi is great for working on custom dev tools - you can pass lines in as stdin, it sends back the selected item on stdout, then you exec the matching output command.
Another much shorter answer is, once you pay the steam fee, you can easily play your game on the Steam Deck, so it helps a ton for playtesting (both myself and putting the games in people's hands).
And otherwise, the Dino page is up now in the hopes of starting to collect wishlists sooner than later.
[edit: sorry, this whole answer I thought the question was asking about Dot Hop, not Dino! Re: Dino, I'd started the project much earlier, but paused development on it at the beginning of this year to pursue Dot Hop first (much smaller scope). I'm moving back to Dino now that Dot Hop is released, targeting a launch before June!]
Yeah, Steam charges $100 per title - if you earn enough (some high number, maybe 1000?), they give that 100 back, but I'm not necessarily counting on that (not soon, anyway). My goal is make enough money to keep doing game dev full time - i'm hopeful to make it work across steam/itch/patreon/other stores. (Hopefully Dot Hop mobile/Switch releases later this year!). To me the dream is to make enough money to make the rent and make the next game.
But! There are definitely other less-directly-monetary reasons for the release:
getting exposure and feedback from more people will help me improve as a game dev/designer (this might be the biggest reason, really - I don't expect commercial success from my first game, so instead it's about all the intrinsic value I can get out of it - experience, motivation, validation, learning all the annoying marketing/steam/etc overhead)
having a deadline and 'proper' release definitely motivated me to raise the quality bar of my work (before this I was submitting scrappy games to game jams)
regardless of the project's monetary success, it's now a useful portfolio piece for future game dev teams/interviews, which I might need if/when the solodev thing isn't enough
In general I'm intending to get multiple quality games into "stores" as soon as possible (hopefully this year), and then decide what to do next - I think the experience along the way is the best thing for my growth and will inform the next move (some larger game, find/build a team to work with, start applying for studios, etc)
I saw another template the other day… and my last/next project “dino” is available as well, though it’s pretty crazy in there right now: https://github.com/russmatney/dino - i hope to whip this one into shape by june 1st!
Thanks! I’m hopeful it helps folks as an example godot game. Not that my way is the best, but it’s working for me, so feel free to borrow some patterns!
Thank you, I'm glad you like it! I like pixel art b/c it's so constrained, so it helps me relax and just fit whatever i can in the space. Hope you like the game!
I added a more celebratory new-puzzle-set-unlocked screen to Dot Hop yesterday:
Dot Hop is launching March 1st (next Friday)! Originally prototyped as Flower Eater in the Fediverse Summer Jam - now re-implemented in Godot, with ~50 more puzzles (and many more to come!)
I’m going to try to use both zig and gerbil. Usually i use clojure, so might fallback to that as well. I started doing puzzles from 2015 this week, and that’s been fun so far
Yup, learning theory is way more about Why the move than What the move is