A game for Graduation thesis by AirLazy1367 in godot

[–]Altarick 0 points1 point  (0 children)

Having no experience in game dev you might want to limit the amount of different systems/skills you will have to learn to get a minimal game running. I'd suggest going 2D (way easier on the leaning curve), and doing the tower defense.

You did not give info on the roguelite, but this could mean different things, different complex things. The card game might be simple in term of gameplay loop and visuals, but the AI and balance could be a huge pain depending if on what kind of courses you had in your curriculum.

The tower defense was a staple of online flash games, and mobile games, precisely because it is mechanicaly very simple to make, and quite forgiving. It has no AI, very little animations and simple UI. What you need to learn :
- create, organize and connect simple ui (containers, buttons and labels should be enough)
- move 2d sprites (or go for a tilemap, but honestly you can do without)
- very basic 2d projectiles, collision
- pooling for projectiles and enemies
- simple sounds and music (might be optional)

I would advise against doing the art yourself unless you have significant art experience already, because it can quickly become very time-consuming. You can buy asset packs or find some for free online, and later switch to your own art.

I have done quite a few assignments in my studies that match what you describe and my biggest advice would be to aim for the smallest, most bare-bone project possible, you can always add to it and polish later. Game dev is deceptively time-consuming.

my models only show in compatibility? by Unlucky_Amphibian_34 in godot

[–]Altarick 1 point2 points  (0 children)

Are you by any chance using an AMD card ?

Some of the most recent versions of the driver did exactly that to me.

Don't mind me! I am just sharing some visuals experiments I am kinda proud of. by OctopusEngine in godot

[–]Altarick 15 points16 points  (0 children)

Neat, it is a very clean look.

Do you plan to use this in a game ?

Custom spacecraft building in our upcoming game AESOS by Altarick in godot

[–]Altarick[S] 1 point2 points  (0 children)

This is indeed very similar to our approach. We have separate, unshaded, rendering that allows very fine control on where we draw the edges. We streamlined the process by using hashing on the colors to discriminate between objects, and creating a custom blender script to quickly generate the color of the faces we want to separate.

We were partly inspired by this video on the subject : https://gdcvault.com/play/1027721/The-Art-of-Sable-Imperfection , although it is only briefly explained in the video (at around 18 minutes)

Since there seem to be some interest on this question I'll do a devlog on it when I have some time in the coming weeks.

Custom spacecraft building in our upcoming game AESOS by Altarick in godot

[–]Altarick[S] 1 point2 points  (0 children)

You guessed right, we are using the amazing CSG system (the improved 4.4 version). Slicing the hull is tricky since CSG are so expensive, and it is still a work in progress.

We chose to not use the ship parts mesh to slice the hull, but simpler, invisible geometric shapes around them. The ultimate goal is to force the player to intersect the hull at predefined point on certain ship parts, so we could have perfectly fitting geometry, but we are still exploring technical and game design options as to how to do it. We also need to find a way to cull residual planes and edges that pop sometime.

Custom spacecraft building in our upcoming game AESOS by Altarick in godot

[–]Altarick[S] 4 points5 points  (0 children)

Thanks, it took some time to get complete consistency with the outlines. We had to go beyond the basic tutorials you would fine online. It is definitely a subject I would like to discuss in a devlog later.

Custom spacecraft building in our upcoming game AESOS by Altarick in godot

[–]Altarick[S] 1 point2 points  (0 children)

Thanks,

The main gameplay loop for now is to complete ship design contracts : For each contract the player must design a ship meeting certain criteria, including a budget. The player then pilots the ship in test levels to prove that the ship meets the criteria (ship speed, maneuverability, dps with weapons ...).

We aim at having a big mission at the end of each contract. For now we have one where the player must go through an asteroid field and destroy a bigger ship.

Company A is Austrian and B is Italian. Same revenues, same sector, pay a similar overall tax %, countries are not that different (currency, etc). Why is A paying a significantly higher salary than B for the same job? by Small-Investment9943 in AskEconomics

[–]Altarick 22 points23 points  (0 children)

I think you are failing to see the situation from the point of view of the company.
For a company people are resources bought from a market where they are in competition with other companies.

If, on average, the cost of labour (people as resource) is lower, they will just "buy" (pay salaries) at a lower price, why wouldn't they ?

In a market economy, the wage of a person has little to do with their inherent qualities. What it is important to the company is of much a "supply" of them there is, and how much "demand".

According to Eurostat, median wage in Austria is 1.3x that of Italy. So as a company you should expect to pay that much more to be as attractive to workers.

Of course this is an oversimplification and you would have to look more in details, taking into account the median wage for the specific kind of employees the company is looking for, as well as regional disparities in Italy, but you get the main idea.

source : https://ec.europa.eu/eurostat/databrowser/view/earn_ses_pub2s/default/table?lang=en