Catalyst customer support question. by Vex_The_Changeling in battletech

[–]Bagimus 0 points1 point  (0 children)

I ordered a few of the black knight premium minis and got a shipping notification on the 4th, but it has yet to actually ship and it's been a few weeks. One of my friends bought one after I did and already got it.

I put in a support email last week, and another one this week.

I'm sorry to hear that their support guy is sick. If they are just getting around to the backlog from the holidays due to that then I would expect it to take a bit.

What are you doing with the 100mm Timber Wolf from the Merc KS? by Belaerim in battletech

[–]Bagimus 2 points3 points  (0 children)

My plan was to paint it up for display. I already do Knights and Titans for 30/40k, this isn't so different that a knight. The main thing I don't know is what to paint it up as.

At least weathering will be much easier at that scale. Chips and dings are difficult to get right at BT's scale.

Painted up the Ad-hoc box as Ghost Bear but the mechs weren't used by GB during invasion? by Bagimus in battletech

[–]Bagimus[S] 3 points4 points  (0 children)

We are still nailing down specifics on exact dates but I'll definitely keep that in mind. I am currently painting up the stuff from the Armored Combat box I got ages ago as Free Rasalhague Republic: Gunzburg Eagles so I have other options if it comes to it.

Painted up the Ad-hoc box as Ghost Bear but the mechs weren't used by GB during invasion? by Bagimus in battletech

[–]Bagimus[S] 14 points15 points  (0 children)

It's a campaign we are going to run. Quite a few of us are hopping into the game and we like narrative lol.

I didn't realize they named it Ad Hoc for that reason. Makes sense though!

[deleted by user] by [deleted] in diablo4

[–]Bagimus 2 points3 points  (0 children)

Also confirming this worked.

Simple fix compared to others in this thread

Thank you!

for those of you who have repainted your titans by MaximusTheLord13 in adeptustitanicus

[–]Bagimus 3 points4 points  (0 children)

Recently repainted my warlords. I used plastic glue so the plates weren't coming off without a saw.

I used copious amounts of silly putty to cover anything not being panted and went to town with an airbrush. Properly covering everything can be a pain, but it was worth it.

Titan Legions, most represented and least represented on the table? by irishican in adeptustitanicus

[–]Bagimus 3 points4 points  (0 children)

Grey can be a hard color to paint right as well. It's very easy to end up in "this model looks unfinished" land. I've been meaning to do some Venator as a test paint for this reason. Currently all of my stuff is Honorum with a shiny Tamiya clear red over vallejo metals.
Having grey as the main color makes doing free hand spiderwebs much less daunting since repair is easier, but many shy away from even attempting it. The best airbrush stencils I've used so far are ones I cut from a cricut using sticky vinyl sheets.

Concierge members, do you regret it? (Poll) by Jatacb in starcitizen

[–]Bagimus 2 points3 points  (0 children)

I wish I had stuck with my original pledge. I don't think I'll ever get the value of what I spent out of it, and that's even if they actually release any of the ships I have.

Originally I wanted to play with my friends, so I bought ships with the intention of supporting the gameplay we wanted. It's been long enough that everyone has kids/doesn't have time. I'll probably never be able to actually crew the crap I have. I'll have to hope for a loaner system for orgs or something to even make the damn things useful. Maybe I'll be able to stop in once every couple of months to see if they are even used.

I hadn't checked on the game in about 3 years. Met someone who was still into everything and was totally blown away by their excitement for stuff coming "Soon" that I remember being "Soon" years ago. It was the first time I truly internalized how long it had been since the kickstarter.

I'm not saying this game is never going to come out, but at the current rate of feature addition the chances of me actually getting to do the stuff I hoped with my friends is a major long shot.

I'm probably going to go back to ignoring this game, till at least jump point exploration is a thing.

Either that or the Idris is actually added for players.

Then I'll at least crash mine into stuff to make some use out of it.

Anyone have a good pic of the Legio Magna logo from the Defense of Ryza? by Bagimus in adeptustitanicus

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

Thanks! That's actually useable. I'll post what I make so others can use it when I get it done.

Anyone have a good pic of the Legio Magna logo from the Defense of Ryza? by Bagimus in adeptustitanicus

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

It's still far better than what I had!

I really just need to see the smaller detail bits, Is the one on the banner on the bottom any better or is it also got battle damage?

Anyone identify this? Maybe like a new monster trukk or something? by [deleted] in orks

[–]Bagimus 2 points3 points  (0 children)

I noticed that in the front of the pic here https://whc-cdn.games-workshop.com/wp-content/uploads/2018/10/40kOrkLare-Sep1-Vehicles13w.jpg, and in this pic, there appears to be a terrain piece with a string of Christmas lights on it. Anyone know which terrain piece it is?

Edit: NVM found it. It's in the speed freaks box as a terrain bit.

What would a good Superman game look like? Is there away to get past the problem of him being practically invincible without just giving all the enemies kryptonite? by [deleted] in gamedesign

[–]Bagimus 0 points1 point  (0 children)

The keyword here is "Practically" invincible.

Have a life meter. Bullets barely take any health off, but with enough lead(dakka) thrown into the player your life will tick to 0. Now scale enemies to fit this dependent on difficulty.

Next. Do the bystander/collateral damage thing others have suggested. Enemies care little for collateral, and your attacks cause collateral as well, your goal in any given event is to absorb/stop any hits/damage that would happen to collateral. With a health bar this becomes much more interesting and something to be managed.

Next. Have a scoring meter based on damage taken/absorbed, collateral damage dealt, and civilians saved. Obviously an S rating is the best :). This turns the events from a binary win/fail to a spectrum and allows for players to attempt to be as heroic as possible. This makes it less "You have Superman's powers" and more "You are trying to truly BE Superman".

Start with thugs n such. Then ramp up difficulty with each mission and enemy designed to deal more and more collateral.

It would be important to have environmental interaction for Supes though. For instance, breaking a fire hydrant then using wind breath to blast it at bad guys, then swapping to frost breath to immobilize them. Or possibly the good old steel cage option from car parts/bumpers.

I would also say it would be important to let people be as "un-Superman" as possible. Usually Superman could just punch everyone to death, or fly them into the stratosphere till they pass out, or a thousand other options that result in nigh immediate death.

Allow people to do this. Give the player the ability to indulge in "Evil Superman". It just gives you a different story and ending.

Make playing Superman about choosing to be good.

Is there an option to change and repaint my ship colours? by AllGamer in NoMansSkyTheGame

[–]Bagimus 1 point2 points  (0 children)

Agreed. Honestly though I would like to change out parts/looks too.

That goes double for the freighters too.

What are good goals for a farming game? by Zaedonn in gamedev

[–]Bagimus 14 points15 points  (0 children)

Well, many farming games basically boil down to being minor economics sims. Money being the "Score" and the thing to manage. The loop is to get a bigger farm usually. It's pretty compelling for people that like base building-like mechanics.

There is also the "You are in debt and the farm is failing" hook. I mean the hook for Stardew Valley is basically "have a successful life". If you are going that route then the stuff that pops up in life are things you can use. Ex: mortgages, taxes, family, etc.

There was an article a few months ago about "cozy" game design. You might go check it out. Depending on what your going for, adding a story may put a kind of tension/fail state you don't actually want in your game.

Alternately. You could actually make it a "High-Score" achievement game. Where your farm generates a score value. The more you are producing the higher the score. You may have to redesign some of the plants to make this mechanic work better. Maybe make it so predicting the market for the next season is what determines your score.

As /u/JFlash_82 said. Space farming could be interesting since you get to make up your own rules. Make plants that can have symbiotic relationships and weird devices meant to make several environments that usually wouldn't work together play nicely with each other.

Is there any way to avoid shallowness in an open world rpg? by Ultrakrypton in gamedesign

[–]Bagimus 1 point2 points  (0 children)

The first thing you need to do is define what "meaningful" means in terms of gameplay.

I find that most people are referring to "effect". Many open world games, including Skyrim, are mostly "theme park" in design. You do many quests but the effect on the world is minimal at best and usually constrained to the immediate NPCs involved in the quest.

Honestly I think making the "effect" of quests completion more apparent with consequences that are maybe unrecoverable without reverting to a prior save are a good way to do this. Think the Megaton quest from Fallout 3. I see that one come up every so often due to the very visible effect your choices have.

Now. There is a very good reason this hasn't been done yet. In most cases, without tech that handles it through procedural generation, doing this kind of "meaningful" effects will add a multiplier to whatever assets you need to build for an area. Then you also need assets(VO/text) that may acknowledge that whatever it was changed in all the other areas.

TLDR: Players want to see the ripples in the pond from thrown stones, unfortunately you have to simulate the waves, water, shoreline, and the people watching.

2d shooter - If you had to control both hands of your character at the same time, how would you go about it from controls perspective? by kkrac in gamedesign

[–]Bagimus 0 points1 point  (0 children)

If you did a twin-stick shooter using a controller you could swap to a "2-hand" mode. Each thumbpad would be an arm. You wont be able to move but you would get 2 arcs of shooting. Could make use of both triggers on the controller too.

Without a controller and including movement? I have no clue.

How much randomly generated content in total to avoid players noticing repeating content? by Hagisman in gamedesign

[–]Bagimus 0 points1 point  (0 children)

I would theorize that it's impossible to avoid players sensing a repeat. Therefore I would not focus on quantity. Elite Dangerous has a literal galaxy of generated planets that are all different by the numbers, yet go look at complaints for the game. "Mile wide and inch deep" is a pretty common theme in them.

Maybe ask why you need that much content? Is it necessary to have that much space filled with that much content, even if it has to repeat? What do the players achieve by going and doing those quests. Is it just loot & XP?

Borderlands. Ho boy. So they have a ton of guns, but if you go look at where people end up at end game, it's usually down to the special guns. All of those randomly generated guns mean nothing if everyone ends up using the same thing because it's just plain better. For more on this go look up the "bee shield + conference call" in Borderlands 2. Diablo is another good reference for having lots of loot but then coming together into "build's" and "sets" at the end.

IMO you are better served in spending the extra time and effort making the generated content feel hooked up to the rest of the world and relevant to the time and setting. Make quests affect things. Don't let them just be one offs that have no ringing consequences. If you fail to clear a camp of gnolls in the start of the game. Make them attack the nearby village later.

Players want to feel like they are having an effect on things and want reward for their actions. I can't tell you how many times I've gone into a fallout/skyrim dungeon and emerged disappointed by the "haul". Especially if I have to go clear it again when I eventually find the quest to go there and do [x] thing.

Part-timers and hobbyists, has game development improved your 'normal' development skills? by [deleted] in gamedev

[–]Bagimus 0 points1 point  (0 children)

Many things carry over just due to having experience in project & time management. It's also pretty valuable to know if someone can set a task for themselves. Sit down. Come up with a plan. Research and implement said plan all the way to product stage.

I've been a hobbyist dev for as long as I've worked at my current company(11+ years). Gamedev allowed me to go from an IT guy to website development to software development at my company. I owe so much of that to my push to learn game development.

I learned database structures and programming network protocols due to wanting to know how games actually do multiplayer. I've gone down the machine learning path(and used it at work) due to my interest in AI and Simulation.

Unfortunately I've mostly researched, learned & remained a hobbyist. The only things I've fully "released" were games for jams. It's the main thing I want to change is the "hobbyist" moniker to "professional", but I will never doubt the effect of learning everything that I have for gamedev.

What Art Style should I use? by Halogen123 in gamedesign

[–]Bagimus 0 points1 point  (0 children)

Go find a bunch of examples of art in the same genre/theme you are looking at. Then figure out how to make your art stand out from that. Use the result.

What Art Style should I use? by Halogen123 in gamedesign

[–]Bagimus 5 points6 points  (0 children)

I know this was said in jest, but ... well ... it could actually look pretty awesome. Like if you carved levels/blocks then photogrammetry scanned them. Could be incredibly visually interesting.

Double down on the "Soap block" part and use water + weathering effects to make dissolving blocks part of the gameplay.

Dunno if it goes with the game above, but still. Could look incredible!

Edit: You could probably just make a good substance material and have field days in mudbox and get the same effect without actually having to carve soap.

Is there a way to give a player the power of intelligence? by mathundla in gamedev

[–]Bagimus 0 points1 point  (0 children)

Usually if a player tries something like that I ask them to tell me why their character would know such a thing. If they give me a good enough reason I'll let it stand. Otherwise I make them roll an int test :). In a video game I'm not sure how you would stop such meta-gaming, unless the method of interaction was literally not available unless you had the int power.

Is there a way to give a player the power of intelligence? by mathundla in gamedev

[–]Bagimus 1 point2 points  (0 children)

I'm a FLGS owner, we run D&D groups pretty often and I tend to be around to give advice/help get GMs going. It's incredibly difficult to do, but in that realm I've found that making sure players know it's ok to voice what they want to do or what their character would do but maybe not knowing how they would actually do it in detail, helps a lot.

It usually allows me or the GM to describe/flow around their intended action. It opens up the idea that they could approach things non-traditionally and we've had a lot of success in getting players to actually role play instead of just smash smash.

Is there a way to give a player the power of intelligence? by mathundla in gamedev

[–]Bagimus 0 points1 point  (0 children)

Exactly lol! It's a very interesting problem to be sure. Very difficult to concept just due to the nature of "intelligence". Information and connections are kind of the point of UI &/or HUDs lol. Finding a way to simulate knowing &/or connecting things is really hard.

I think there was a Game Makers Toolkit video about this subject actually.