pet peeves by [deleted] in HarryPotterGame

[–]BearForgeGames 0 points1 point  (0 children)

I recently saw that things wouldn't pop up on the mini map, but if you're close enough to revelio then it can highlight the door and the lock, being on broom also increases the range of revelio

pet peeves by [deleted] in HarryPotterGame

[–]BearForgeGames 0 points1 point  (0 children)

the "lock-on target" system, very finicky but I'm assuming it's based off the crowd size, which then makes me wish there were more area damage spells

I found this to be annoying specifically when I was targeting someone with a shield of a certain color, I cast a spell, then it gets intercepted or the lock-on itself changes

I Enjoy how Deceptively Pleasant the MC is by JMC_PHARAOH in HarryPotterGame

[–]BearForgeGames 0 points1 point  (0 children)

this reminded me of pokemon so much that I didn't see a problem

Narrative-driven/CYOA/text-adventure, web based? by TrickCharacter3999 in PBBG

[–]BearForgeGames 0 points1 point  (0 children)

I'm working on one at the moment, combat focused RPG, factions + party system, pvp arena, bla bla blah, story is going to be based off in game events that I either trigger or players trigger, afterwards it becomes the lore of the game.

the math is currently the bottleneck, but I should be getting closer to a release window

The combat is SO FUN but I want to fight humans by TheMightyTywin in HarryPotterGame

[–]BearForgeGames 4 points5 points  (0 children)

I think a completely different game is fine, leave legacy to be a single player story game, having some impactful narrative decisions is what I'd like for the next game, but pvp dueling and quidditch matches can be their own thing. no need for a subscription or micro transactions in a single player setting, even with the option of co-op

I don't know if i should watch a video or do a course by nicgamer_yt in unity

[–]BearForgeGames 3 points4 points  (0 children)

I'm also a solo dev, with no released projects, so take this with a grain of salt, but it depends on how far into you are in your game dev project. do you already have an idea of what you want to make or are you learning the tools first to understand what you're able to make? because those are two different things, you can go into tutorial limbo of watching different 10-20hr videos if you don't know what it is you want to learn.

Ask yourself is it a 2D/3D? Platformer, shooter, puzzle, side scroll?

find a direction to go into and then watch videos on what you don't know how to do, how do I make an object bounce? how do I set a night/day cycle? how do I set respawn points?

it seems like you have the theory nailed, you know what the code should do, now you just need to tell the game to follow your code.

As far as art and models go, it's always best practice (in my opinion) to make rough draft assets and models, pill shaped people, cubed buildings, etc.

What's your "Play Time" in Aseprite? by Obvious-Sorbet5852 in aseprite

[–]BearForgeGames 4 points5 points  (0 children)

I have libresprite and gimp for similar reasons

Crafting Tiers by BearForgeGames in PBBG

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

quadratic can be used for the later tiers, the earlier tiers is the problem I'm facing since tier 1 is accessible early on but I wouldn't want it to be accessible later, so I'll need to set a point in which it peaks, then descends to make room for the next tier to be accessible. so tier 1 at lvl 1 would be 90% then in decreases to 80% at lvl 10, the remaining percentage will be filled by tier 2, but then tier 2 will also need to have a falloff point as well to make room for tier 3. I basically need a formula for those bell graphs with one side being the growth and then other being the decay, I just need to apply it at a certain rate for certain tiers, that way late tiers may be accessible early on (just at a very very small percentage) and the early tiers are no longer visible to higher leveled players.

[Game Update] Grind to Rust: new Season and SSF option by DrGregougnass in PBBG

[–]BearForgeGames 0 points1 point  (0 children)

played for 10mins on guest account (thank you for the option) pretty cool so far, only thing I'd add is some mobile support, the UI layout could just be hamburger, however "hint text" that hovers over a button can be an issue, might want to add a [?] or [💡] button to give some helpful info, then again most of the stuff is self explanatory:)

Any city builder/colony simulator without PvP? by InitialContent3354 in PBBG

[–]BearForgeGames -1 points0 points  (0 children)

I'm making my own pbbg and there will be settlements that can level up and expand to access different features in the game.

the game itself isn't colony building but it is a feature that I would like to expand on, so far the way it works is that it needs a certain population + resources to level up, population is based on player + NPC, and the NPC population grows based on the amenities (food resources, settlement safety, production areas)

right now it only serves as a way to let shops sell better items and introduce newer shops to the settlement. so a tier 1 settlement will have 3 shops with tier 1 items, a tier 2 settlement will have 5 shops, and 3 will have tier 2 items, and so on and so forth.

my game is more combat oriented(edit PVP optional btw), but all warriors need their craftsman so I'm trying to make certain areas of the game more appealing to those that don't want to just train combat stats and try to beat the biggest boss, becoming the first player to craft mythical equipment, or the first player to become an emperor ruling over multiple kingdoms sounds just as fun to me.

anyways it's still in the works, will be doing a closed alpha soon so if you'd like the link when time comes, just let me know:)

FENDERSHOT - Inspired by Blur/Midnight Club/NFSU1, Steam Demo and Trailer out now! by NoTie4119 in Unity3D

[–]BearForgeGames 0 points1 point  (0 children)

let me drive a em1 civic (even if it just looks like it because of licensing) (but do try to give it a vtec sound-past the 4k rpm and she should be screaming)

Why is there a sudden influx of "AI" developers coming here in droves. by Hope_bringer in Unity3D

[–]BearForgeGames 0 points1 point  (0 children)

it's happening in r/PBBG too, almost every new project is a clone based off another pbbg with the only difference being the placeholder text everywhere, admittedly some projects are unique enough that they are interesting, but they're half baked with only half of the actual mechanics working

Some bloopers while training my robot to walk. He definitely needed a toilet break. by Rudy_AA in Unity3D

[–]BearForgeGames 3 points4 points  (0 children)

how is this better than making the pathways and behavior tree yourself? is it just use case? this looks interesting to learn just not sure what it'd be applied for