Vibe-coded a proof of concept for a visual scripting solution in Godot.
I know it’s rough, but I think there are some interesting ideas here.
It supports accelerator keys, so you can just press V → I to declare an integer, then F → R to call the _ready function.
The idea is to make it faster to type than normal code while keeping it 1:1 with GDScript.
You see the wavy underlines?
Godot 4.8 will tell you exactly where the error/warning is, not just the whole line.
I've been itching to make a megastructure game for months now..
Today I decided to indulge for a few hours, I don't know if it will ever be completed.
It may look silly to you but for some people, having this kind of clean editor helps a lot with reading code.
As a beginner, I completely embraced the idea of building contained systems over small games.
I started with a juicy character controller and a draft of an interaction system.
I'm already having fun, and I feel much more productive knowing I won't have to scrap everything I've done in a few weeks.
I have a dream...to make a set of truly generic nodes in Godot Engine that let me build 90% of my game with no code.
But I'm starting to doubt that it's even possible!
This is VariableToText (not the best name), it display a variable as a label's text.
But assume you have a setter that emits a signal for that variable, and that the variable is in a resource.
So it's not really generic, but I don't know what else to do 🥲
This is what a prototype should look like: yes you should skip the art content but not the general mood, SFX and especially GAME FEEL and JUICE!
Any game will feel crappy without those things, and also they are what really matters, they are important, we should respect them.
Made a little game for Bigmode jam in 10 days with @NoomStuff and @AbyssalCore_
you can do some slick parkour with your katana
#gamedev #indiegame
I had to do it!
Thanks to @mustache_dev for pointing me to his x-wing demo repository.







