

How would you solve that paradox. You can always procedurally generate the encounters, buildings, dialogs to make it more interesting. Look at Minecraft or dwarf fortress. They have done a pretty good job in that sense I think
How would you solve that paradox. You can always procedurally generate the encounters, buildings, dialogs to make it more interesting. Look at Minecraft or dwarf fortress. They have done a pretty good job in that sense I think
You can now use the jetpack like crazy in starfield
Writing with pen and paper, or in a digital tablet
Yes I love that approach , expand once you have a finished product
Makes sense, let’s say you finish two or three, then maybe it’s a good idea to make a bigger one?
Is there post effect processor? Do you use c sharp in Godot?
How was the jump from unity to Godot?
What’s the point of making such a small game?
That’s why games like dwarf fortress, project zomboid, are more about taking proper decisions
FTL plays great on the iPad
You missed some cases…
Yes that would help. Also we need to fly across the planets. Really missing that