Two questions
1 what would the basic techniques and controls that people should know to have a strong start in gkc
2 what builds owuld be the best to teach someone how most or every device works
thats not a build
Hm a riddling build.
like a puzzle game?
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people should know how to a) move around using w.a.s.d. keys, b) e to add things, c) z to add wires, and d) q to delete, for starters.
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I would say start with a simple build like maybe a gimkit battle royale or if they have platformer, a platformer with little gimmicks. Then they would gradually move up to, let’s say… an escape room. Next, maybe bedwars or a survival game. And finally, an RPG. Then, if they want to get even more advanced, get them into block code, if they haven’t already, and eventually calculators, text displays, etc. The learning curve for the above may be uneven but I was having a brain f@rt.
- Wdym?
- Search device guides.
1 the basic techniques that beginners should know
2 i did im trying to get advice from people outside my generation of forum users
oopsies
add on to my response to question 1:
techniques they should learn is a) creating loops and not using repeaters, b) using the lifecycle more than just for game start, c) utilizing counter’s target value property, d) decent art, whether it’s barrier art, or something else, e) understanding the fundamentals of block code and the property device, for this could expand the amount of things possible to create exponentially! f) counter-booleans (this is more of a personal opinion but these really show how booleans work in general, and they can conserve block code), g) choosing the right map settings, h) choosing the right editing settings (especially when trying to create things for the player’s point of view and not your zoomed out pov), i) the memory limit, ways to save memory, and why you shouldn’t waste it, j) debugging (whether your using overlays or popups, this is a great way to find and fix problems and to see and understand what went wrong), k) making sure your game is actually fun for others(maybe try using the method of prototyping, where you create the base design for your game or system and then if you think you would want to expand on it then go for it!), l) testing your game often, and finally, m) HAVE FUN MAKING THE GAME FOR YOURSELF
maybe i went a bit overboard there lol
this is really good, ill make sure to credit you
you don’t have to credit me.
i mean, im trying to write almost a “gkc for dummies”. it would be weird if i didnt credit you
Wires and channels, how to code, and layering terrain and props.
CTF mechanics, maybe make a mini CTF map and show them the mechanics of the game?
some guides in there how to put a kit in the game publishing idk