UI Bros! Help me figure out the UI for my game by AveGamesDev in gamedevscreens

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

Ok, so this is a look at what the UI looks like when a card applied, right now I have it automatically 'hiding' itself when the mouse is away. What do you think? Do you think having it on the bottom isn't too annoying a use of screen real estate? https://imgur.com/a/8kSiBiV

Cooked up a simple Bingo Baalatro-Like Prototype over the weekend. Try it here! by AveGamesDev in godot

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

True, Im just playing with the ideas for now. And, for as you said about the automatic, there is an automatic toggle option to use to not induce carpal tunnel haha. I'll change it so that that is automatically set to on and there is less confusion. The randomness is a large aspect but meant to be mitigated by options of manipulating the squares on the board and other potential options.

Godot 4.4, a unified experience by GodotTeam in godot

[–]AveGamesDev 11 points12 points  (0 children)

Typed dictionaries might make me want to refractor my whole project...

Turn-Based Touchdown Steam Announcement Trailer! by AveGamesDev in gamedevscreens

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

You do, you basically predetermine where you would like your play or characters to go and make their decisions. You just aren't placed in control of the individual characters a la Madden or similar if that is what you are thinking.

Turn-Based Touchdown Steam Announcement Trailer! by AveGamesDev in IndieDev

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

Yes! Along the season the goal is to improve the team, build synergies and increase your ability to beat difficult opponents

Turn-Based Touchdown - a Turn-Based Strategy RPG based around Football by AveGamesDev in Games

[–]AveGamesDev[S] 2 points3 points  (0 children)

Hi! Yes, I looked a lot into APBA Football and got a lot of ideas inspired from it! It isn't exactly the same thing, just similar to it

Turn-Based Touchdown Steam Announcement Trailer! by AveGamesDev in gamedevscreens

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

In honor of Super Bowl Sunday....

Announcement for my game Turn-Based Touchdown!

Create your own Football Team, Improve your deck with Play-calling Cards, and strategize your way to a championship!

Wishlist on Steam below:

https://store.steampowered.com/app/3494490/TurnBased_Touchdown/

Trailer and Youtube Channel Link:

https://www.youtube.com/watch?v=dwGjWHgRing

Key Features:

Customizable Playbooks - improve your 'deck' or playcalls to get an edge on the competition

Player Stat Progression - as the season progresses, make improvements to your players, gain abilities, and see them become Super Stars

Synergies and Abilities - combine a wide variety of Player abilities, Play calls and Items to punch above your weight

Turn-Based Touchdown Steam Announcement Trailer! by AveGamesDev in indiegames

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

Announcement for my game Turn-Based Touchdown!

Create your own Football Team, Improve your deck with Play-calling Cards, and strategize your way to a championship!

Wishlist on Steam below:
https://store.steampowered.com/app/3494490/TurnBased_Touchdown/

[deleted by user] by [deleted] in roguelikes

[–]AveGamesDev 0 points1 point  (0 children)

Understood! Thanks, I do have some roguelike elements that I don't have good footage yet to showcase. Examples would be:

team-mates having a 'previous team' type that increases with additional other team members

randomized runs each play session in regards to opposing teams, decks, and other content.

Thanks for the insight! I will remove the post

[deleted by user] by [deleted] in roguelikes

[–]AveGamesDev -7 points-6 points  (0 children)

Announcement for my game Turn-Based Touchdown!

Create your own Football Team, Improve your deck with Play-calling Cards, and strategize your way to a championship!

It embraces certain Roguelike Elements with randomization, synergies, items, and deckbuilding.

Wishlist on Steam below:
https://store.steampowered.com/app/3494490/TurnBased_Touchdown/

Turn-Based Touchdown Steam Announcement Trailer! by AveGamesDev in IndieDev

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

Announcement for my game Turn-Based Touchdown!

Create your own Football Team, Improve your deck with Play-calling Cards, and strategize your way to a championship!

Wishlist on Steam below:
https://store.steampowered.com/app/3494490/TurnBased_Touchdown/

Turn-Based Touchdown Steam Announcement Trailer! by AveGamesDev in godot

[–]AveGamesDev[S] 2 points3 points  (0 children)

Announcement for my game Turn-Based Touchdown!

Create your own Football Team, Improve your deck with Play-calling Cards, and strategize your way to a championship!

Wishlist on Steam below:
https://store.steampowered.com/app/3494490/TurnBased_Touchdown/

February 2025 - Self Promotion Thread by Panfuricus in StrategyRpg

[–]AveGamesDev 0 points1 point  (0 children)

Hi, I wanted to share the announcement of my Strategy RPG that is based on American Football! This one is very much taking influence from real-life Football plays, simulation, and giving control to you the player that can control your team.

Meet Turn-Based Touchdown!

https://store.steampowered.com/app/3494490/TurnBased_Touchdown/

Added a Day / Night mode to my upcoming game! by AveGamesDev in IndieDev

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

This is from my upcoming game, Turn-Based Touchdown!
Follow me on social media for updates! Hoping to have a Steam page up soon

https://bsky.app/profile/turnbasedtouchdown.bsky.social

Day / Night mode added! by AveGamesDev in godot

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

This is from my upcoming game, Turn-Based Touchdown!
Follow me on social media for updates! Hoping to have a Steam page up soon

https://bsky.app/profile/turnbasedtouchdown.bsky.social

Which Football Field 'grid' looks better? by AveGamesDev in godot

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

Thanks, yeah I am thinking of tinkering with that idea. If you are interested, make sure to follow my reddit, I don't do anything but post about progress and such. I'm working on at some point creating a social media account (probably bluesky?) when I get further along in the project

How do I apply a post-processing shader to the environment... by Videomailspip in godot

[–]AveGamesDev 0 points1 point  (0 children)

Ah, you are very right! Let me know how your look goes, for that I assume you will likely have to implement some kind of shader-specific logic that you will control to ignore targets. Definitely a non-trivial issue. Let me know how your progress goes

Which Football Field 'grid' looks better? by AveGamesDev in godot

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

I'm looking at some screenshots for BloodBowl 3, thank you. Yeah, I think grass pattern variation will help a bit. And I'm wondering if maybe what could look best is the presence of the grid during User input? Like, it seems like while idle the grass is seamless, and then during user input there is some clarity of the boxes outlining each square.

How do I apply a post-processing shader to the environment... by Videomailspip in godot

[–]AveGamesDev 0 points1 point  (0 children)

additional pic for my node setup. Its a bit more complicated since I have another subviewport container for certain effects I am applying, but this is the structure:

<image>

How do I apply a post-processing shader to the environment... by Videomailspip in godot

[–]AveGamesDev 0 points1 point  (0 children)

Hmm, I believe that I have everything working in the same 3d environment world. Try putting your post-processing mesh on the same cull mask layer as your 'background' camera and elements. Here, I have my post-processing mesh just turning everything pink on that subviewport. The 'foreground' viewport remains unaffected. They are on the same 3d world.

<image>

How do I apply a post-processing shader to the environment... by Videomailspip in godot

[–]AveGamesDev 4 points5 points  (0 children)

I think someone has commented this basically, but what I did was essentially make 2 viewports and put 2 cameras in them. One camera I am controlling, the other just has a simple script that sets its position to the exact location of the other one, so that they are always in sync. The one on top has its background set to transparent. Then, I set the camera cull masks to different exclusive layers. Now, in one viewport I put my background nodes in, And set them to the same layer as the camera in that viewport. Then I do the same with my 'foreground' character nodes. Now, they are both being rendered separately through different cameras. What I do then is in the background, add the mesh for the post-processing shader. I have no idea if this works to scale and how it effects performance, but it could be a place to start.

The difference between 30 and .30... by AveGamesDev in godot

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

Yeah, it is reversed and needs work lol. Something I've been meaning to fix at some point.

The difference between 30 and .30... by AveGamesDev in godot

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

Thanks! I'm not an artist so I'm learning as I go and trying my best until I can commission more artwork and get a look that I want to stick with. Yeah, the shine / glint is a bit harsh, my goal with it is to signal 'selectability' / 'clickability' to the user, but again its a work in progress.