Yeah, that way of making a prototype makes way more sense to me than the version I heard of.
The version I heard of was to develop a shoddily programmed / designed prototype just to throw it away and start over. Which seems really wasteful to me.
And it doesn't even have to involve any square and triangles - there are tons of free game assets with CC0 license on this site alone. There isn't any downside to using them in my opinion - other than forgetting to switch them out later or forgetting to credit the creators, I suppose.
Fully agree to the idea of modularity by the way. In the shoot em up game I'm making right now, whenever I want to switch out the sprite of a ship, I just have to add the new .png and edit a few weapon / engine positions in an XML file. Doesn't even require me to change anything in the code.
Brenner
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Hmm, if you can't think of anything yourself, you could still release the assets as Game Assets here on Itch.Io, Unity Store etc. ?
Chances are, somebody somewhere will eventually have a use of for them in their own game project.
The fairy character and the building on the first pic look pretty great by the way!
I recently watched a lot of Youtube videos about Game Development, and one idea that was mentioned many times was developing a prototype before you start the developing the actual game.
"Prototype" means a really, really rough version of the game with no real graphics, basically "triangle vs squares" or something like that.
You are supposed to test your game idea if its actually fun. If it is, you are supposed to scrap your prototype and start over to develop the real game.
I'm wondering if this makes any actual sense.
First problem, playing "triangles vs. squares" might be vaguely fun - but for most games, having decent graphics, music, good sound and great controls are kinda essential to have any fun at all.
Second problem, it feels unnecessary for projects in established genres - if you are for example developing a jump & run or a regular RTS, do you really need to test if the idea is fun? We already know these genres are fun, at least to the right kind of player.
I guess if you have a super unusal idea, a prototype would make way more sense.
Thoughts anyone?
Hi Disruptor Art,
just bought your entire bundle. Love the style of your ships!
I'm right now in the process of replacing the "kenney" ships (https://kenney.nl/assets/space-shooter-extension) with some of yours, I like them a lot better: 
(Just started the process, still deciding which ship sprite fits what role in my game, weapon sprites are from 2 different asset packs, blah blah)
If you are still taking requests for new ships, can you reimagine this ship, but do it in your style?

I don't know if there are any available here, but I know 2 pretty good games for learning phyton (or just programming in general).
1. The farmer was replaced.
You have to program a little drone to water and harvest plants. It starts out simple, but later the planting tasks get more complex. The drone is programed in Python, of course.
2. Code: Terraform
A game about terraforming an alien planet. You have to build and program machines and rovers etc. Every machine has to be programmed in Python.
If it doesn't have to be a proper game, you could also try to do the phython course on https://www.w3schools.com/ . They have some quizzes and little programming puzzles.
Hi everyone,
I'm a web developer in my day job and recently decided to make games in my freetime.
I'm using Monogame, basically a thin layer over OpenGL/Direct X/Vulcan instead of a real game engine like Unity or Godot. Works out fine with my background in C#, I guess. Right now, I'm developing a vertically scrolling shoot em up.
I mostly use ChatGPT as a replacement for google searches or forums like stack overflow. Sometimes I let it generate a isolated function here and there, but I don't trust it to do anything more complicated.
AI can be a powerful tool, but it can also get into weird tangents. One time at work, I fed it an mail related error and it wanted to completly rewrite the entire mail function. The real problem? SMTP server didn't exist anymore, just a configuration problem. Nothing wrong with the code.
Another time in my own game project, it wanted to rewrite half of the GUM UI library just because I wanted to change the background of my buttons. I canceled that, checked the documentation, and lo and behold, its like 3 lines of code to change the background texture of a button.