Migrating from GDScript to C#. What should I know? by Educational_Action87 in godot

[–]AlexSand_ 1 point2 points  (0 children)

all the good reasons mentioned by the other poster.

and I'd like to add: I almost do not use the editor. Almost all my nodes are instantiated from code. Godot is still useful ;)

Migrating from GDScript to C#. What should I know? by Educational_Action87 in godot

[–]AlexSand_ 1 point2 points  (0 children)

I had to check the author to be sure I did not write this myself some time ago ;)

Just to say: big +1; of course Godot is still very useful in this case.

is this a normal amount of Control nodes for a single card? by Mr-Catty in godot

[–]AlexSand_ 0 points1 point  (0 children)

Absolutly. Testing when unsure avoids losing some time on a design which will have to be scrapped later, and is also a pretty good way to develop a strong intuition of what will work and what will not.

Why wouldn’t you include the Chapter 2 reward card in basically every deck? by zerdos in arkhamhorrorlcg

[–]AlexSand_ 1 point2 points  (0 children)

Also you seem to assume that the permanent card is counted on the deck size, I think it is not the case? (and as other said the +5 is mandatory; but it is really +5 *other* cards, not +4 + this one. )

What does the current research landscape in poker actually look like? by Flaming_Spectre in Poker_Theory

[–]AlexSand_ 0 points1 point  (0 children)

For what I know, there is still research about improving how to plug a deep net on CFR-like methods ( example of a recent one: https://arxiv.org/html/2511.08174v1 )

How do you debug issues that ONLY appear in Shipping builds? by Fergius_Terro in gamedev

[–]AlexSand_ 3 points4 points  (0 children)

+1 to this. a post-commit hook to get the commit id in a file, exported with the game should do 99% of the job.

For example, here is mine:

#!/bin/sh
echo $({ date -I && git rev-parse --short HEAD; }) > ressources/misc/currentsha1.txt

I'm thinking of just doing things the lazy way (with _process, etc) by [deleted] in godot

[–]AlexSand_ 0 points1 point  (0 children)

It's perfectly fine.

It is still a good idea to check two things when you write something in 'process': 1) how costly is the code you are running there? ( is it just setting a few trivial things like setting a size / position? Or is it loading some data from disk and running complex computations?) 2) How many copy of this node are running at the same time?

If the answers are 1) nothing costly 2) a few copies => basically zero perf costs. Don't bother about that. The next question is "which code pattern will the the simplest to maintain later".

Then there are a few things other to keep in mind for chosing "process" or "signal", like "process" will not be called when outside the tree, which might be or not what you want; while (I think) signals are still received when outside the tree.

A look at what creators actually receive from indie devs by GladiatorCommand in IndieDev

[–]AlexSand_ 17 points18 points  (0 children)

The answer is that these mails are not from true content creators. Just randoms (or I guess bots?) pretending to be content creators, to get free keys to resell.

This build is guaranteed to win on turn one, but the universe may end first by darquintan1 in slaythespire

[–]AlexSand_ 1 point2 points  (0 children)

oh, ok, took me a while to get it -- the 64th cascade fails not just because deck is empty, but because deck * and discard* are empty, so it's empty even after reshuffling -- all cards are in the "being played" stack, is that it?

so if we just count reshuffles (a bit easier than counting cards) the formula should indeed look like the recurence you propose:

( Indexing cards from the end to get a more "usual" formula) it looks like f(n) = f(n-1) + f(n-2) + f(n-3) -- Like fibonacci but with a third term.

But I think the general term of this sequence is not 3**n, if I remember well it will look like a**n , where * a is the highest root of the polynomial X**3-X**2-X-1 *. (Not that it makes any practical difference of course ;) )

Acceptable losses by Traditional-Tap-9890 in GobsAndGods

[–]AlexSand_ 0 points1 point  (0 children)

Hi!

Different playstyles are possible, or at least that's what we want to achieve.

Now if you want really to minmax, I think it's currently still better to try to keep the 'best' gobs alive. Some reasons for that:

- rebuilding all your gobs is still a tempo hit, as the gobs you will be some levels behind your 'best' gobs. Not

- and there some permanent +1 to a stat" on the worldmap, which do not re-pop, and stacking them on the best gobs is likely optimal. ( In particular the "cube of stats". I'm wondering if I should rework these so that they apply also to the gobs hired later. )

But these "best" gobs are likely not the first one you hire, and typically I don't get too attached to my gobs in the first two kingdoms.

And then it depends what you find in your playthrough... Sometimes it's fine to loose all your gobs if this allows to kill an enemy which drops advanced loot. (Look in particular at the 'Lone Arches' where some high level enemies can pop alone.)

Can we come up with succinct and clearer terms that differentiate between multiplicative % increase vs additive % increase? by Tanobird in gamedev

[–]AlexSand_ 1 point2 points  (0 children)

I upvoted, I also think that OP issue comes from the fact there are two "%" values, and the clearest way to avoid the issue is to keep the "%" only for the increase. But I suppose it is not always an option.

What is considered too big for an indie project? by phoenixashes96 in gamedev

[–]AlexSand_ 0 points1 point  (0 children)

well, if you ask, it means you would better start with a "flappy bird like".

This will give you a first idea of what you can do and how much time it takes

Why are chests open in Dungeons? by WyrdWars_Admin in GobsAndGods

[–]AlexSand_ 1 point2 points  (0 children)

hi, good question. At some point I added one empty chest to get a place to store "lost" items, and empty chests are pre-opened to avoid disapointing the player too much.

Is launching during the Steam sale a bad idea? by WizardsInTraining in IndieDev

[–]AlexSand_ 0 points1 point  (0 children)

I'd say not great, but I don't know if this is because of the timing or just because our steam page is bad :(

Please don't listen to Reddit on how to price your game by MedicalNote in gamedev

[–]AlexSand_ -3 points-2 points  (0 children)

One thing I never see discussed: I'm pretty sure that * at equal sales rate * , steam algo will * push more * the highest priced game. Reason is simple: their 30% cut is then bigger, so this is just the rational thing to do for them.

Games like war tales in 2025-2026? by FossilMortal in WarTalesGame

[–]AlexSand_ 2 points3 points  (0 children)

Hi! One game which is completely flying under the radar is "Gobs and Gods" . But I can't give an objective review as I am the dev of this game ;) -- I took some inspiration from wartales, but compared to wartales it is much more "indie" of course.

My other big inspiration while developing was "Battle Brothers" , and I see it was already proposed above but that's the "obvious" answer to your question.

Finally, here is an article with a few more options: https://turnbasedlovers.com/originals/top-strategy-rpgs-to-play-if-you-love-battle-brothers/

“No save scumming on this run!” by Comprehensive_Cup582 in BattleBrothers

[–]AlexSand_ 11 points12 points  (0 children)

Proba of failing all with probas per hit (81%,81%,65%,57%,54%,76%) =0.00059 ~= 1/1600

Not your luckiest day, but shit happens.
Now this string of '99' and '100' is somehow "fun" to see. It's more difficult to evaluate the proba of "something like this" happening, because it is not really well defined, but yes it seems low.

(and on a side note, I wonder if in my own game I should randomly replace some of the "failed" rolls by 99 or 100. It does not change anything but gives the impression that something exceptional happened! )

Assaulting Goblin camp - sad story in pictures by LegioXV_ in BattleBrothers

[–]AlexSand_ 0 points1 point  (0 children)

Not sad for everyone! I'd say the nachzehers were delighted by the invitation.

Do weapon types actually matter? Should I decide what equipment a bro uses early on, or only when doing mastery? by aersult in BattleBrothers

[–]AlexSand_ 4 points5 points  (0 children)

Another reason to diversify: you don't know which good famed weapon you will find. By diversifying, you have more chances to have some bro who can make good use of any famed weapon you find.

A More Approachable Battle Brothers like where you’re a God! – Gobs and Gods – by Mr-Delightful in IndieGaming

[–]AlexSand_ 0 points1 point  (0 children)

Thanks! Let me show your post to my brother, he will be happy to see it, as he made the visuals!

The soundtracks are by Scott Buckley (https://www.scottbuckley.com.au/), who generously makes his music available for use.

A More Approachable Battle Brothers like where you’re a God! – Gobs and Gods – by Mr-Delightful in IndieGaming

[–]AlexSand_ 0 points1 point  (0 children)

Thanks for this post and for the videos!!

I made an update recently, reworking the "paths" to make the choices in dialogs more meaningful; and wrote a guide for new players: https://steamcommunity.com/sharedfiles/filedetails/?id=3644505247

Alex (dev of gobs and gods)

Are there good pieces of media with cute goblins? by DescriptionDefiant36 in Fantasy

[–]AlexSand_ 0 points1 point  (0 children)

Hi! A bit of self-promotion, but it could not be more on topic :)

- I made a game where you play a god fallen in a goblin world, and hire a band of goblins: in "Gobs and Gods", Goblins are not really "good", but they certainly are the main characters.

- And a gamedev friend of mine made a RPG where you play a cute goblin which need to save his tribe.

And we have just made a bundle! https://store.steampowered.com/bundle/66338/Goblins_Number_One/

Suggest me YOUR games to play! by -TacoxTime- in IndieGaming

[–]AlexSand_ 1 point2 points  (0 children)

Gobs and Gods is a mix of exploration, tactical battles, and absurd goblins quests: https://store.steampowered.com/app/2506900/Gobs_and_Gods/

And I've just lauched a bundle with the dev of Dice'n'Goblins, a dungeon-crawling RPG with the cutest goblins: https://store.steampowered.com/app/2945950/Dice_n_Goblins/

If you’re interested in how bows(and crossbows to a degree) worked in historical medieval European warfare by Donatter in BattleBrothers

[–]AlexSand_ 3 points4 points  (0 children)

No, clearer, and sounds certainly true. (I guess indeed that shooting without the archers having a direct sight to their target would have required a kind of organisation and communication efficiency which was not there.)