Game Developers of Kiwi Farms

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Been thinking about developing games for 12 years now but never took the first step until now: signed up for a gamedev course which I hope will be a good start and hopefully end up being more fun than developing CRUDs.
brotip for free.
if your course never mentions the game engine documentation, it's a shit course.
RTFM is a core necessity for game development even if for shits and giggles, unless you come from programming background in which engines that have poor documentation is the best as you will enjoy exploring what in the flying fuck the code does.
and don't stress yourself, you will be hard filtered if programming isn't your thing, no need to lie about it like you have 20 years of experience and still fuck up a simple case/switch like a certain malding faggot.
 
Been thinking about developing games for 12 years now but never took the first step until now: signed up for a gamedev course which I hope will be a good start and hopefully end up being more fun than developing CRUDs.

If you know how to CRUD, save yourself some cash with free university lectures:


I watched about half of these and he covers all if not most of the domain knowledge unique to game dev and it's all in C++ which is appropriate for the task, translates well into all the downstream modern langs and if you can do it in C++ then you understand variable typing and the heap vs. the stack, basic OOP, etc.

... unless you are after Unity or Unreal... the latter of which is awash with free course material direct from Epic.
 
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However it was also very apparent that the architecture of the existing code was not going to allow that to happen without significant effort.
They are still working on it as far as I can tell, last commit was 2 weeks ago.
I feel like I'm being fooled here
You may have been looking at the normal Redot repo, ReX (Redot Experimental) is completely separate and even under a diferent Github organization, I think. Admittedly I haven't looked at this in a long time either, I'm just using 4.3 and it's working well enough.
 
brotip for free.
if your course never mentions the game engine documentation, it's a shit course.
RTFM is a core necessity for game development even if for shits and giggles, unless you come from programming background in which engines that have poor documentation is the best as you will enjoy exploring what in the flying fuck the code does.
and don't stress yourself, you will be hard filtered if programming isn't your thing, no need to lie about it like you have 20 years of experience and still fuck up a simple case/switch like a certain malding faggot.
I come from a programming background but I still manage to make some mistakes which am not proud of, mostly when it comes to debugging yet I try not be too hard on myself.
I am not fully sold on the course yet since the university that dictates is more focused on the arts than technology. I still choose it since a friend with an artist background did several courses there, among them a gamedev one, and recommended the place.
Another reason I choose this course is that is in person, I find that to be more engaging and thus am less likely to drop out.
 
Here’s my proposal for a KF game jam.
I wonder if badges can be awarded to the winners/participants if a policy of "not adding new badges" isn't in place.
To sweeten the experience: a $300 CAD prize pool, split across three winners, as a thank-you for spending time creating something for the community they're apart of.

BeeJam.webp

Theme: Powered by Kiwi Farms.​

From lolcows, hobbyist threads, niche communal corners, handcrafted exclusive forum features, to a more lighthearted kiwi bird/kiwi farming— this website (and jam) thrives on your unique interests, views, and ideas.

Snoot.webp
Content Submission Policy​

- Scrapped content, re-used scripts, re-purposed assets, and template starter projects can be re-used/modified.
- Obey Community Rules and Guidelines and TOS.
- Don't power-level: Consider risks of self promotion. (Game engine licensees and accounts on websites like ITCH.IO are suspended for "off-site behavior.")
- Beware of being easily tracked.
- Games published/made for the SKG Game Jam can be re-uploaded/modified for this Jam (if you were already participating in SKG before notice and are a KF user (no grifters allowed)).
- New accounts have to have said "Nigger," "Faggot," "Kike," and "Tranny" in a derogatory context. (One of us! One of us!)
- Amendments to submissions beyond the submission deadline will not be accepted. Submissions can only be removed at this point.

Timeline​

Notice/Preparation:
July 19–31
(Two weeks to get plan/pair-up/get ready.)

Development:
August 1–17
(Seventeen days, includes three weekends.)

Submission:
August 16–18
(Three days to upload and finalize.) (Test your game!)

Vetting:
August 18–22
(May grossly extend depending on turnout/technical difficulties/late submissions/requests for clarification.)

Publishing:
August 23
(Hopefully before the weekend.)

Submission Form​

Submit VIA DMs to: @Orphaned Punk (Utilize MEGA/Google Drive and WinRAR where required.)
Engine used:
Engine version used:
Export settings used:
Source code / game assets (complete).
Compiled build (for windows/web-apps).

Release the project's code/assets alongside the game? Yes / No
Features online connectivity? Yes / No
Features LAN connectivity? Yes / No
Requires external libraries? Yes / No
If so, which: NAN
Requires external programs/clients to run? Yes / No
If so, which: NAN

Unique compilation/running instructions:
(e.g., for DOOM WADs, Roblox, or other non-standard games.)

Personal website links: NAN
Game Description flavor text: NAN
Other shit to be included when the game is posted: NAN

Awards​

1st Place – $150 CAD
2nd Place – $100 CAD
3rd Place – $50 CAD
Participation - You completed a game! An accomplishment few can tout.

Prize redemption:
Crypto transfer (transaction fees deducted from prize).
Steam Gifts (transaction fees deducted from prize).
Gift Cards (sir, do not redeem transaction fees.)
The proposed dates are just a starting point and can be adjusted collectively if needed. I’d like this to run longer than the usual 3–14 day jams on itch.io—especially since new users might be participating, and some experienced devs may have personal projects and/or busy lives they need to plan around.

Seventeen days, including three full weekends, and an extra day of submission, should give newcomers time to learn and troubleshoot, while also giving veterans room to polish and get over themselves.

I’m planning to port the quick-start /agdg/ guide so that those who've never touched game dev can start using engines they may have played games with, but never had a reason/chance to explore.

If it goes well, I’d consider handling this semi-quarterly or yearly to avoid personal/communal burnout.
 
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