Merge pull request #300 from Calinou/showcase-add-interview-quotes-2

Add interview quotes for Hive Time, Primal Light and Human Diaspora
This commit is contained in:
Hugo Locurcio
2021-03-12 23:18:01 +01:00
committed by GitHub
3 changed files with 44 additions and 0 deletions

View File

@@ -28,3 +28,19 @@ is_hidden = 0
{% put placeholder %} linear-gradient(90deg, #2f702e 1%, #849067 34%, #91975a 43%, #909759 47%) {% endput %}
{% put youtube_embed_code %} w4M6-zkLN6Y {% endput %}
{% put link_itch %} https://cheeseness.itch.io/hive-time {% endput %}
{% put developer_article_quote %}
<p>
I felt like Godot enabled me to pull the core game together very quickly. The
most attractive parts of the engine for me come from its nature as a Free/Open
Source Software project and the ability that gives me to debug, fix, or
modify the engine to suit my personal needs.
</p>
<p>
I also feel more comfortable using free and Free tools because I can be
confident that if others want to follow in my footsteps, financial or
philosophical hurdles won't prevent them from doing so.
</p>
{% endput %}
{% put developer_article_title %} Godot Showcase - Hive Time developer Cheeseness talks about his experience {% endput %}
{% put developer_article_url_slug %} godot-showcase-cheeseness-hive-time {% endput %}

View File

@@ -32,3 +32,16 @@ is_hidden = 0
{% put placeholder %} linear-gradient(90deg, #2e6d8f 11%, #32769d 47%, #295e8a 67%, #295e8a 73%) {% endput %}
{% put youtube_embed_code %} NhPjTSAhFYM {% endput %}
{% put link_steam %} https://store.steampowered.com/app/1395420/Human_Diaspora/ {% endput %}
{% put developer_article_quote %}
<p>
Foremost, Godot is <abbr title="Free and Open Source Software">FOSS</abbr>.
It entails freedom to dispose of my game projects as I best see fit without
worrying about the intricacies of software licenses. And while learning to use
it, I realized it already had the necessary set of tools to pull out my game
ideas. The node architecture with the concept of scene within scenes and the
straightforward way of scripting with GDScript sealed the deal for me.
</p>
{% endput %}
{% put developer_article_title %} Godot Showcase - Human Diaspora developer interview {% endput %}
{% put developer_article_url_slug %} godot-showcase-leocesar3d-human-diaspora {% endput %}

View File

@@ -33,3 +33,18 @@ is_hidden = 0
{% put placeholder %} linear-gradient(90deg, #24190a 5%, #24190a 15%, #25190a 28%, #25190a 83%) {% endput %}
{% put youtube_embed_code %} Kf4lVuTYdeM {% endput %}
{% put link_steam %} https://store.steampowered.com/app/771420/Primal_Light/ {% endput %}
{% put developer_article_quote %}
<p>
Godot has a ton of strengths. A few come to mind. First, Godot uses the pixel
as the native unit of measurement, which makes it ideal for 2D games. Second,
Godot has a much better implementation of coroutines than other engines (and
coroutines are a game developers best friend). Third, Godots signal system
provides an out-of-the-box implementation of the observer pattern that is more
intuitive that what you have in other engines (for example, using C# events).
Finally, Godot has better animation tools than other engines I have worked
with.
</p>
{% endput %}
{% put developer_article_title %} Godot Showcase - Primal Light developer interview {% endput %}
{% put developer_article_url_slug %} godot-showcase-fat-gem-primal-light {% endput %}