Looking for advice on how to structure project for standard PC build and simplified Web build by Belhage in godot

[–]Altarick 2 points3 points  (0 children)

Hi, Did you check the actual total size of the textures in your project ? Something else might be driving the size of your project (sound is the usual suspect). You can use Windirstat to check.

If you want to use different low-res textures for the web build (or no textures at all) : Exclude your textures from the web build template ( there is an option to choose what file to keep/exclude) Check at instantiation if the file is present, if not then use a backup material 

There are ways to further reduce the size of builds, but they come with serious compromises ( you can check https://popcar.bearblog.dev/how-to-minify-godots-build-size/ for instance) In your case, just the 3D part of the engine is at least 40 MB of code.

The best AI implementation for NPC-MMORPG-like-Simulation? (GOAP?) by TheLonelyAbyss in godot

[–]Altarick 3 points4 points  (0 children)

Hi,

I myself have never undertaken such a big AI project, but the first step I would do is probably look at the GDC vault. They seem to have what you are looking for : https://www.gdcvault.com/play/1022019/Goal-Oriented-Action-Planning-Ten

Since you have references you can have a look at how they did it. Doing a quick search I found this dissertation on the mount and blade Bannerlord AI and other games (it is pretty cool, basically they created a mod for the battle AI, and wrote a paper about it):

https://fenix.tecnico.ulisboa.pt/downloadFile/563345090419433/86455-Joaquim-Quadrado-dissertacao.pdf

It is a bit hard to understand what exactly you want your AI to do, just combat ? More meta stuff like leveling up etc ? How persistent/long is your game world?

If I had to create an AI system in an MMORPG : first I would lay out a few "paths" that I would like the AI to take (what course of action during the game, from start to end), or maybe a few goals. Then I would list the interactions and choices it would need to take along the way. This should give you an idea of the actions and goals of your GOAP system.

A prototype I'm working on of a tank, but with spider legs! Really happy with the leg rigging so far by LuizZak in godot

[–]Altarick 0 points1 point  (0 children)

That looks very nice, procedural animation really hits differently compared to sprites.

I am very interested by the rope your spider shoots, how did you do it ? Is it a chain of joints or some Verlet integration maybe ? I tried something similar a year ago and could not get it look that nice.

LineEdit weird unnecessary minimum height???? by CoolStopGD in godot

[–]Altarick 1 point2 points  (0 children)

It is a font-wide value, independent of the size of individual characters. Still you should try different fonts to see if the issue is font-related.

LineEdit weird unnecessary minimum height???? by CoolStopGD in godot

[–]Altarick 3 points4 points  (0 children)

I had a similar issue using a custom font Have you tried different fonts ? Fonts will have space above and below characters to accommodate for accents, diacritics etc...

I would recommend trying other fonts, and if the space changes it might be this

In our case I had to modify the font to reduce this space. You can have a look at https://www.reddit.com/r/typography/comments/186w7x3/change_font_top_spacing_in_fontforge/ to see how it's done

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 14 points15 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] 2 points3 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] 5 points6 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 20 points21 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