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Making board games is really difficult. A lot of people who decide to make board games can’t tell the difference between the right and wrong reasons to make a board game. I want to talk about this in depth today because your motivations will seep into everything you do – for better or for worse. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
We are delighted to announce that Godot Engine has been awarded USD 50,000 by Mozilla as part of the Mozilla Open Source Support (MOSS) Mission Partners program. This is the second time that Godot receives a MOSS award, after a first award of USD 20,000 in 2016. This award will be used to fund the work of some of our core contributors on three different work packages, all linked with Mozilla's mission of furthering an open and accessible Web.
Talking to people at GDC and Rezzed, especially people just starting in game dev, made me realise I’ve accumulated a load of non-obvious knowledge about how Steam works and how best to use it. Info like this tends to get passed around between established devs, at events and in closed circles, but newer devs and those excluded from these groups don’t get access to it.
Subscribe to deconstructor of fun newsletter. This is a guest post by Andrew N. Green , who is currently Co-Founder and COO of Knock Knock. Prior to Knock Knock, Andrew was Head of Business Operations at TinyCo where he built, launched, and operated games like Family Guy: The Quest for Stuff, MARVEL Avengers Academy, and Harry Potter: Hogwarts Mystery.
Another long awaited feature makes it for Godot 3.2. This makes the workflow for 3D games considerably easier, by allowing conversion of concave meshes of any form into a set of convex shapes. The convex problem. To explain as simple as possible, this feature does not add anything new, but improves the existing workflow. Triangle mesh shapes ( ConcavePolygonShape ) work very well as static colliders, but they are useless for rigid bodies or areas, as they have no internal volume.
I left these out of 3.0 and never managed to work on it again, yet users requested them a lot this past year. Finally, they will be available for Godot 3.2. Audio Generators. This is a new type of AudioStream that can be put in the regular stream players (normal, 2D and 3D): AudioStreamGenerator. Just put it anywhere and then get the Playback object, in this case AudioStreamGeneratorPlayback. var playback = $StreamPlayer.get_stream_playback().
It sounds like an odd feature to have (and never crossed our minds at the beginning). Yet, more and more users requested it, and in their context it made a lot of sense. In the end, we now believe this functionality is of vital importance to strengthen Godot's adoption in the future. Disabling / enabling features. So, what is this exactly? To make it short, it allows enabling or disabling editor features.
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