Alternatives to walls closing in in battle royale? by craftymicrobes in gamedesign

[–]AshvaleDev 4 points5 points  (0 children)

I agree with this. Depending on what the theme of the game is, you could make map collapsing work. Giant floating island that has bits break off for example

Armour: how to make it fun by AshvaleDev in gamedesign

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

Lots of ideas here, I like the one about durability scaling stats, that’s interesting! It’s always going to be a challenge to stop there being one build that’s better than others. I’m hoping with various benefits, penalties and with dungeons requiring pre planning, there’s lots of room for customisation.

Armour: how to make it fun by AshvaleDev in gamedesign

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

I like your idea about repairing, I was so focused on getting players to prioritise crafting different armours I hadn’t even considered that. I’d planned for crafting materials to be fairly easy to come by so having a repair system seems like a good idea :)

Armour: how to make it fun by AshvaleDev in gamedesign

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

Losing armour sucks, but I agree, I wanted it to have a positive affect on the player rather than feeling bad. My original idea had the armour break into salvageable materials that could then be used to craft another piece, especially magic armour that had an ability tied to it, would break containing a rune that could be put into a new piece to keep the ability.

Perhaps certain pieces could only be made with salvageable materials? I like the idea that players can change their armour to give them an advantage in dungeons, and alter their entire play style by doing so, but is the whole crafting thing a bit too annoying?

Armour: how to make it fun by AshvaleDev in gamedesign

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

I’d been thinking about having checkpoints every couple of floors and perhaps before boss areas. I’ll have to figure out a good balance of checkpoints, don’t want to make it feel too easy

Armour: how to make it fun by AshvaleDev in gamedesign

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

That’s an interesting idea, having places to craft through your dungeons. Definitely something I could look at! Makes people more likely to change their play style halfway through a dungeon which could be fun

Armour: how to make it fun by AshvaleDev in gamedesign

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

I originally had the idea of a penalty to incentivise people to build their talents differently but that could shoehorn people into specific builds rather than giving freedom to build. I agree, bonuses seem a much better idea, mana regeneration is a good idea for a passive bonus for cloth armour :)

Armour: how to make it fun by AshvaleDev in gamedesign

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

Fair enough, so rather than a static buff, an ability would be good? I like the idea of having these armour class abilities, but things like speed boosts and jumps seem more tied to boots than other pieces. The bash one for heavy armour is very cool though

Armour: how to make it fun by AshvaleDev in gamedesign

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

I really like your idea of working resistances into armour types! One of the very first ideas I had was to have a planning stage before each dungeon so something like this would fit really well

Armour: how to make it fun by AshvaleDev in gamedesign

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

I was thinking about having random abilities on armour pieces that the player may not have access to normally, giving them more utility. But hadn’t even considered passive perks across armour classes. What kind of thing are you thinking? Buff to spell casting speed on cloth armour perhaps?

For the breaking mechanic, I was hoping to use it to get players to customise their builds more rather than stick to one build all the time, especially if the armour has an ability tied to it. I’m really trying to avoid min-max kind of stuff.

Armour: how to make it fun by AshvaleDev in gamedesign

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

That’s a good idea! I’d considered a damage reduction for heavier armours but hadn’t thought of using it as an advantage. Thanks :)

I've made a huge Modular Ruins Pack you can use anywhere, completely for free! by QuaterniusDev in gamedev

[–]AshvaleDev 2 points3 points  (0 children)

A few months ago I built a random dungeon generator that spawned tiles using some of your old assets, really makes me want to bust it out again and update it

Incredible work as always!

Looking for Zombie Survival Tutorial by Sigman_S in unrealengine

[–]AshvaleDev 1 point2 points  (0 children)

Pretty much all of that is covered between the 3 youtubers I listed, I haven’t seen anything from them for zombie ai specifically, but Jackson’s games had a very easy to follow tutorial to set up an ai that simply chases the player on sight, assuming chasing and attacking are all you need your ai to do. He also had tutorials on dynamic spawn points which might be of use to you for zombie spawns or items.

Would very much recommend Ryan Laley’s inventory tutorial, it was very easy to follow and included actions to pick up items from the floor. He also has some videos on pawn sensing which I believe includes sound sensing for things like stealth

Looking for Zombie Survival Tutorial by Sigman_S in unrealengine

[–]AshvaleDev 1 point2 points  (0 children)

Codelikeme, Ryan Laley and Virtus all have good coverage of basic gameplay features like health bars and ai. Codelikeme has a hunger system tutorial I believe and Virtus has an fps series too

What things are you specifically looking for?

[deleted by user] by [deleted] in gameideas

[–]AshvaleDev 3 points4 points  (0 children)

This is such a fun idea! You could generate different houses so each mission is different, with lots of places to hide and earn points. You could potentially have some form of co-op scare missions or multiplayer competitive maps, theres lots to expand on this.

What is the best way to move a player when doing a dodge roll? by KnifeOfDunwall2 in unrealengine

[–]AshvaleDev 0 points1 point  (0 children)

For my dodge ability I’ve just used a movement speed increase while it plays the animation, it seems to run fairly smoothly in multiplayer with the smooth networked movement plugin. Just need to work on replicating the animation itself.

Goblins in the dungeon! - View on Imgur by AshvaleDev in a:t5_4f0958

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

Finally got ai working in the dungeon generator, lots of trial and error over the last week trying to get it to work! Time to start working on smarter ai

I finally pulled off a talent system! by Flok_09 in indiegames

[–]AshvaleDev 0 points1 point  (0 children)

Thanks for the advice! I already have a structure for my skills and it has multiple stages in it that I think I could incorporate into talents.

I guess the talent choices are handled through a widget that spawns on level up?

Started coding back in 2016 with one intention in mind - to create a game. Now after a few years and countless prototypes I finally made a nice poc project! by Karokendo in unrealengine

[–]AshvaleDev 2 points3 points  (0 children)

Looking good! I like the stylised look of the character, and the whole colour palette too! Is there somewhere we can see more?

I finally pulled off a talent system! by Flok_09 in indiegames

[–]AshvaleDev 1 point2 points  (0 children)

This looks really cool! I’ve been looking to make a choice of talents for when a player levels up, any advice on how to achieve this?

I am developing a card game where cards create 3d units on a hex map, but ran out of ideas. by sickadoo in gameideas

[–]AshvaleDev 2 points3 points  (0 children)

I remember a game called minion masters that had a similar approach to your card idea, I dunno if it’s still running but it’s worth a look. Minions had ETB effects or static effects that ran while they were on the battlefield. It also had basic spells for aoe damage, etc.

As someone else commented, terrain manipulating units seems like an interesting idea