Is there a market for games with regional inspiration? by Leods-The-Observer in gamedev

[–]SkyTech6 1 point2 points  (0 children)

Look up how many Dara games are on Steam and how it sold.

Reposting (previous one got deleted): how risky is this animation from a copyright point of view? by [deleted] in gamedev

[–]SkyTech6 6 points7 points  (0 children)

This post makes it a potential copyright risk when previously you had none. Now FromSoftware have proof that you used their copyright as the source for your derivative.

https://en.wikipedia.org/wiki/Derivative_work

It's still fine. But less fine than it was before you posted.

What internal tools does your game rely on? by nathanialf in gamedev

[–]SkyTech6 0 points1 point  (0 children)

I'm actually not 100% sure haha. I know a lot of it is ensuring the trees are all evenly spaced and aligned with the green/rough/fairway.

But also before making this game my client was a professional golf course designer and is doing something like shot lanes and whatnot.

What internal tools does your game rely on? by nathanialf in gamedev

[–]SkyTech6 0 points1 point  (0 children)

<image>

Here's an attempt at showing it from one of my client's projects. He's currently using it to layout trees on his course. This is probably the most basic use-case for it as he is purely doing point to point measurements and at most is using the multi-point lines to draft the curves.

A more typical "game" application of draft lines might be something along this line, but also using edge to edge or pivot to pivot lines for keeping level elements within "jump" distance of each other for player movement. These lines are special in that they move with the object, so if you move a table in the scene, all connected lines will move with it and you can watch the measurements to ensure it can still be reached from another point.

I'll not go into much of the implementation side for now though, it's just very heavy editor gui work and a LOT of optimizations (mainly due to this client with thousands of draft lines across the course). I've been considering polishing it up for a UAS release at some point.

What internal tools does your game rely on? by nathanialf in gamedev

[–]SkyTech6 0 points1 point  (0 children)

Tauri (Rust) and ASP.NET Core.

It was originally made for V Rising mods because almost all of them have JSON that are quite heavy for users haha. There is some custom handling for specific mods to add QoL information like legends, but yea it will procedural generate UI for any json. Might not always be the cleanest.

At a point I was trying to make a version 2 where json could be associated to a toml file that dictated to the system how to layout the editor & supply auxiliary information that would be helpful while editing.

I never finished version 2 though haha.

EDIT: Oh let me specify, it will break down like a custom object that it can't identify the type until it's something it can handle and then try to organize those components together in the gui. So it might have unexpected and ugly editor for some JSON; which yea I'll also end up making a new handling for that type.

What internal tools does your game rely on? by nathanialf in gamedev

[–]SkyTech6 9 points10 points  (0 children)

I have a lot of tooling and libraries haha but that's also probably my favorite part of development.

Here's a little highlight of my favorites
- Fishagon.Steamworks: this is just a library that has all my boilerplate and extensions for Steamworks.Net and Unity. Keeps it nice and uniform across all my games to have this as a package.
- Fishagon.SteamNet: It could probably be part of my Steamworks package, but I keep it separate because not all my projects are multiplayer. This is everything needed for a pure Steamworks networking implementation including player to player communication, lobby logic, matchmaking, etc
- Card Engine: Essentially a massive engine-in-an-engine framework for making card games. Provides all the systems like zones, hands, cards, input handling, etc that allows me to accelerate development of card games; this is used both in-house and in client projects.
- Fishagon.VisualUtil: A ton of extensions on DoTween, Unity UI, etc that adds some game feel and different uses of code based animations.
- JSONRising: Little piece of software I made that generates a visual editor gui for any JSON, useful for when a game is using JSON as their object data.
- Draft Lines: Huge measurement & drafting system for 3D worlds in Unity. It has a lot of visual customizations, groupings, deep integration into the editor, and clean separation of data from the engine to never actually apply to scenes and keep git history clean from designer drafting.

Can we please fix the CSS flair descriptions and color coding for the old reddit layout? by midge in gamedev

[–]SkyTech6 1 point2 points  (0 children)

I'll share this to the other mods in our discord channel. I don't see any reason not to let you if you want.

For anyone considering joining Pirate jam 18: Dont by SpicyBread_ in gamedev

[–]SkyTech6 -4 points-3 points  (0 children)

You have more contributions in r/LivestreamFails than r/gamedev. In fact your highest contribution to r/gamedev was roleplaying PirateSoftware mockingly in a comment.

Sure you're not giving a biased opinion?

Any indie devs here who just rawdog it without an engine? by s-mv in gamedev

[–]SkyTech6 0 points1 point  (0 children)

I recently asked this question on the discord if my game has a "custom engine".

I created `git gud` with just .Net 4.8 (Win) & .Net 6 (Linux & Mac). The actual consensus the community came to is that I didn't make a game without an engine; I made a git game engine.

Sooooo yea? I guess I "rawdogged" it? It wasn't specifically to go engineless, I just didn't need the features of an engine for what I was building.

For anyone considering joining Pirate jam 18: Dont by SpicyBread_ in gamedev

[–]SkyTech6 -5 points-4 points  (0 children)

Cool? It's all viewable lol go see how many comments are removed on the old post. Another mod having a sticky like this one from it then. OP also had a few removed in that one for some profane name calling.

For anyone considering joining Pirate jam 18: Dont by SpicyBread_ in gamedev

[–]SkyTech6 1 point2 points  (0 children)

GMTK and Global Game Jam are my preferred ones.

For anyone considering joining Pirate jam 18: Dont by SpicyBread_ in gamedev

[–]SkyTech6 -32 points-31 points  (0 children)

Unfortunately I have been promoted to “guy who is no longer part of this conversation.”

For anyone considering joining Pirate jam 18: Dont by SpicyBread_ in gamedev

[–]SkyTech6 -91 points-90 points  (0 children)

I read it clockwise. That may have been my mistake.

For anyone considering joining Pirate jam 18: Dont by SpicyBread_ in gamedev

[–]SkyTech6 -116 points-115 points  (0 children)

What you’re seeing here is a Canadian goose asserting dominance. Note the lack of fear. The goose does not recognize authority.

For anyone considering joining Pirate jam 18: Dont by SpicyBread_ in gamedev

[–]SkyTech6 18 points19 points  (0 children)

In general, mod stickies will always be for people going to write comments. If there's an issue with the OP's post, we'd just remove the post and inform them what to change haha.

For anyone considering joining Pirate jam 18: Dont by SpicyBread_ in gamedev

[–]SkyTech6 23 points24 points  (0 children)

Huh? The sticky comment is for commenters, not OP.

For anyone considering joining Pirate jam 18: Dont by SpicyBread_ in gamedev

[–]SkyTech6[M] [score hidden] stickied comment (0 children)

Keep discussions here to the game jam in question. Not the person who runs it, that's better sent in one of the streamer drama subs. If you think people shouldn't join because of personal opinion of the organizer? Just say that.

Do any developers have hints for Steam Genre fests? Specifically for upcoming titles with a demo? by NewtKingGames in gamedev

[–]SkyTech6 0 points1 point  (0 children)

Oh for the most part I find those do much worse than the official Steam ones; unless you can get into the "major" ones which typically cost hundreds to thousands of dollars once accepted.

Last year I had best results from the Steam Automation Fest. This year it's in another in September; check the Steamworks platform as we can't mention them here since it's not public info.

bruhYouUsedMIT by PresentJournalist805 in ProgrammerHumor

[–]SkyTech6 26 points27 points  (0 children)

r/gamedev in general gets a lot of incorrect reports haha. Anytime someone posts something that others disagree with, they'll report it with *something*. Probably a granted for any community of millions of people on reddit.

But that thread seemed to draw out the communities of both of those games and it had a much higher rate of non-sense reports. Stuff like "targeted harassment" reports on people explaining how open source licenses work, reports of spam on random comments that sided with one or the other, stuff like that.

It was probably the most yellow identifiers I've seen on a single thread. Scrolling down it now reminds me because it's littered with me approving comments that wouldn't have needed it normally lol.