I wishlist every game that looks like it has potential; check it every couple weeks to see if there’s any 90% off deals. Pretty much don’t bat an eye at anything below that.
I have that disabled or blocked. I don’t check my email all that often, and most of the alerts I did get were below the purchase-worthy discount, so it wound up just being a lot of spam.
Honestly, I don’t see the need for a wishlist larger than ~100 games. You likely aren’t going to buy all 100 games. By the time they release or go on sale or whatever reasons you didn’t buy it but instead wishlisted it, you’ll likely have moved on and not feel the same excitement when you see it again. So what’s the point? Why even have a wishlist if it’s not intended for you to actually buy all the things on that wishlist.
Tell me money is not an issue for you without telling me money is not an issue for you.
My wishlist is a ‘remind me to check for sales’ list. I don’t care if a game is 20 years old, it’s still a good game. I just care that I cannot afford 70$ for it. The larger the list, the better the chance to find deals.
Interesting for you to assume that since I literally mention sales (I don’t buy games outside of sales at this point.) No, in fact, I just feel time is more of a factor than anything else. I don’t play the 40+ hour games anymore because they typically aren’t interesting or worth my time.
I find that when the winter sale rolls around and something I thought I’d like is in it I find out that I really don’t want it anymore. That I would be happier with something else. So instead of increasing my wishlist to 1000+, I am really stingy and realize that I will just pick up whatever looks good during the sale rather than looking at a huge list of games that typically no longer interests me.
Professional game developers do not want their game engines to automatically update because when you upgrade engine versions things usually break. This happens in Unity, Godot, Unreal, and every other engine or framework I’ve seen in games. For big changes, this is inevitable. So professional game developers download the engine directly from the provider and not a service that will automatically update the engine version from under your project.
I don’t even know why Godot is on steam. Probably to gain more discoverability and popularity.
Because if you want professional game developers to exist then you have to be welcoming to them when they are just aspiring game developers. Kids who play lots of games and want to have a fiddle around with tools for making games are much more likely to do so if there is a way to access them that they are familiar with and already associate with gaming.
While this is true, I feel a loss for the familiarity of going to a website, downloading an executable, and running it without worry. I still do that with most of my software. In fact, that’s how I got steam.
I don’t think anyone is arguing that because there is an option to install via Steam that people should stop downloading directly from Godot’s website though. Both of those things can exist beside one another.
godot doesn’t break stuff in minor releases, and steam version of Godot has separate release tracks for each version (you can switch between godot 3 and 4)
Here is their reasoning, basically summarized as “it’s easier to get everything for games into a new language than bolting it onto an existing language”. I also recall seeing a blog post where they said their initial implementation of GDScrip took fewer lines of code than embedding Lua did.
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