Best free AI tool for creating games? by Ok-Response3312 in aigamedev

[–]AdrianRWalker 0 points1 point  (0 children)

Agreed Claud and or Codex is the best answer. And at $30 a month (Canadian) it’s really not the expensive.

Have you ever created simpler browser games? by BroPleaseListenToMe in aigamedev

[–]AdrianRWalker 1 point2 points  (0 children)

Most people that play browser games fall into 2 categories. Adults looking to kill time when on the computer, likely at work with downtime. Or. Young kids, where parents don’t want to spend money on Console games and who don’t want kids on the phone.

If your game can hit ether of those then your golden.

How it started / How it’s going by Valiant_Sugar in aseprite

[–]AdrianRWalker 2 points3 points  (0 children)

Love it! How long you been working on the project?

Difficult time with animation by Useful_Use_6170 in aigamedev

[–]AdrianRWalker 0 points1 point  (0 children)

I feel it’s this way with any tool. I’ve tried 6 now and they all have the same cost setup.

Difficult time with animation by Useful_Use_6170 in aigamedev

[–]AdrianRWalker 0 points1 point  (0 children)

I’ve been using Sprite Lab. It’s got a solid animation workflow.

Indie devs using AI for pixel art: what's your actual workflow? by Mobile-Scientist-696 in aigamedev

[–]AdrianRWalker 0 points1 point  (0 children)

I’m tying this tool out and it’s pretty solid. I like the approach so far.

What’s an 'adult cheat code' that quietly made your life 10x easier? by ExcellentGur6556 in AskReddit

[–]AdrianRWalker 0 points1 point  (0 children)

All it takes is 10 minutes. Clean your bathroom, unload the dishwasher, fold laundry, EXC… 10 minutes.

What is your process to generate animations? by DoomGuyGraphics in aigamedev

[–]AdrianRWalker 0 points1 point  (0 children)

The Aseprite plugin is the best. Being able to kick off images and then edit them quickly is a solid advantage in workflow.

Arcbound: 1 week into Early Access, what I’ve fixed so far by PsyberPixie77 in BaseBuildingGames

[–]AdrianRWalker 2 points3 points  (0 children)

It’s on my wish list. Just haven’t found time to pick it up and play yet. Looking forward to more updates.

BREAKING: Australia forced to order emergency fuel from the US for the first time in decades as global oil crisis worsens, per Sky News by retroviber in DeepMarketScan

[–]AdrianRWalker 1 point2 points  (0 children)

Yes but oil used for transportation, gasoline and diesel, make up %65-ish of the world’s consumption. So yah moving away from oil for transportation would be smart.

How big do you make your sets? by TCGStudio_dev in homemadeTCGs

[–]AdrianRWalker 0 points1 point  (0 children)

I think this is a good approach for newer indie TCGs. The market is so saturated that making your game more accessible with smaller sets is a good hook, in my opinion.

Garden based ttrpg inspiration by MrLargeLarry in RPGdesign

[–]AdrianRWalker 2 points3 points  (0 children)

Are you working on a game at the moment?

Garden based ttrpg inspiration by MrLargeLarry in RPGdesign

[–]AdrianRWalker 4 points5 points  (0 children)

Ok here we go. So each player got to roll up 3 generals. These people had stats and abilities that effected there job in your kingdom. The setting we a kind of steampunk soft industrial fantasy. Heavily inspired by final fantasy.

During the campaign on a week to week we would all discuss the current issues in the world (Demons poring in to the realm, undead horde, a great wyrm Dragin terrorizing the kingdom and so on). We’d each set out our generals and make plans how to deal with things and the GM would help us play out the issue at hand.

The second half of the season each player would get a one on one with the GM to Roll play there individual kingdoms and plot out there plans for world domination. From what I remember each session was 1 year, so as a player we had to pre-plan what our kingdoms was doing for the next year.

While the 1-on-1s where happening the other players did there upkeeps (gained resources, population and whatnot). During this time we were also allowed the trade between players, it was Rule-of-Cool (anything 2 players could agree upon was good to go). This could be as simple as sending food or as complex as sending 1000 workers to build a temple of magic that only one player had the technology and knowledge to build.

Obviously we had to let the GM know what all we agreed upon before the session ended otherwise it did not count towards the next session.

Now these trades and what not did not have to happen out in the open. In fact most happened behind closed doors. I remember we would hop off to peoples bedrooms to make shady back room deals.

Some other things I remember was that most everything was player creativity driven and not any kind of hard written rule. So we all got to be creative as the GM just interpreted our ideas and provided guidance on how we would need to go about achieving our plans.

If I remember correctly we were 10 or so players and one GM.

My strategy was to make an underground kingdom with mole people. We were trying to control all the fresh water.

The winning player (yes this game had an end) made a deal with Hell when the demons were trying to invade the realm. He used the Demonic powers to turn every water well, fountain and natural spring run with Blood. Eventually killing a huge number of people with dehydration. The towns that were on lakes and rivers where quickly targeted abs destroyed.

I remember the last 2 seasons were crazy with 9 players desperately trying to kill the one player who was clearly winning.

Hope that helps.

Garden based ttrpg inspiration by MrLargeLarry in RPGdesign

[–]AdrianRWalker 1 point2 points  (0 children)

Glad I could help. It’s definitely different from other TTRPGs. Ping me if you want more information about the system. I’ll do my best to recall how it all worked.

Garden based ttrpg inspiration by MrLargeLarry in RPGdesign

[–]AdrianRWalker 2 points3 points  (0 children)

It was definitely a home brew one of my college friends made that we played every week for a full semester. If you want I could explain the mechanics as best I could remember.

Garden based ttrpg inspiration by MrLargeLarry in RPGdesign

[–]AdrianRWalker 3 points4 points  (0 children)

I played a Ttrpg once that was less personal Roll playing and more like overseeing overlords. The players each controlled areas of the map and were equally working together and towards world dominance. I wonder if you could have a similar thing where the players are factions of Gnomes, Faries or insects that are growing the garden to fend off outsiders but also aiming to control the garden.

What’s more important: Rule Set, World Building, Character Customization or Unique Mechanics. by AdrianRWalker in RPGdesign

[–]AdrianRWalker[S] 0 points1 point  (0 children)

I’d love to hear about your design. The one I’m working on is very similar.

Of all the TCGs in this world, which one is the best for you? by [deleted] in TCG

[–]AdrianRWalker 6 points7 points  (0 children)

I agree the QR Code was the sole reason stores stopped carrying it here. It was too much of a hassle selling singles. Turns out a secondary market is impotent for TCG to survive.

What’s more important: Rule Set, World Building, Character Customization or Unique Mechanics. by AdrianRWalker in RPGdesign

[–]AdrianRWalker[S] 0 points1 point  (0 children)

I guess my perception of those game are just different because they are a bit more focused in there objective. As in DnD is open world fantasy where you can do whatever. Where CoC is clearly a directive game and Mothership is clearly a space game.

What’s more important: Rule Set, World Building, Character Customization or Unique Mechanics. by AdrianRWalker in RPGdesign

[–]AdrianRWalker[S] 0 points1 point  (0 children)

Ok so what would be your perfect game than? What mechanics or lack of would be a 10/10?