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TechieDamien
Meanwhile Linux distros will just package the non-blocklist version and French citizens will end up bypassing the restriction by accident!
Oh no! I've been kidnapped!
The following is from their website:
About Us
We are a merry band of veteran game developers disillusioned by the exploitative and greedy practices we once helped create. We are experts who have worked on many of the biggest hits in Korea.
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We’ve seen first hand how corporate game companies sell their soul for the easy payday. We are disappointed to see them doubling down on more and more exploitative practices, becoming more like casinos instead of bringing joy to gamers.
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We’re fighting to win back the hearts of gamers around the world. We believe that by creating games with soul, and by respecting our users we can usher in a renaissance of awesome video games direct from Korea.
And then they do this... How hypocritical...
I think we some ed-ucation here
Make that three!
The bigger problem occurs when players cast stuff like detect good and evil. If they cast it on the orcs, what do you tell them as a DM? Do you tell them what you think is their morality? Do you make the spell give an ambiguous result? Do you make the spell fail? All these options have benefits and drawbacks, but none of them are perfect.
Honestly, I think biting the bullet and trying your hand at coding will be worth your time. Visual scripting typically fall into two camps: code but it is visual (in this case it is just slower, more cumbersome and harder to read) or limiting (this may be fine depending on your needs, but you may also outgrow it). A middleground could be coding where the vast majority is done for you. For example in Godot, there are many nodes that are fully built and just need your custom settings. There are even freely available nodes in the asset store if you need more. Then, if you need some behaviour that does not yet exist, you just code that little part, which will be a great learning experience in of itself.
My biggest tip though, regardless of the approach you take, is keep it simple. Your first game should be ridiculously simple. For example, the first game I made was a 2d scroller spaceship shooter where there were only asteroids as "enemies". I could then add onto that to test my coding skills, and eventually it was fairly fun, even if it had simple roots.
I don't post to GitLab because I use Gitea. We are not the same.
Borg has worked well for me. Also supports compression, encryption and deduplication.
"My name is Bilbo!"
Hard to tell without seeing your code and node tree, but I reckon you are probably rotating a child (specifically the mesh instance). You should be rotating the root spatial of your player scene.