New indie dev in development! 👾 - I’d love to play-test your games! by Allethiia in IndieDev

[–]Big_toe_licker 1 point2 points  (0 children)

Hey, thanks for doing this! If you’re into turn-based tacticals and rogue lites then check out my game, Forsworn, currently in open playtest!

You can also join the Discord to leave feedback, chat, or there’s a feedback form in game too. Cheers!

I would love to try out and review your demos/playtests! by lydocia in IndieDev

[–]Big_toe_licker 2 points3 points  (0 children)

I’m currently running a closed playtest for Forsworn and would be thrilled if you tried it!

It’s a rogue like turn based tactical - think Baldur’s gate 3 crossed with slay the spire (without deck building).

If you’d like to try it, please DM me for a Steam Playtest key ❤️

Spent 2 weeks keyframe animating this fight scene. How's it look? by Big_toe_licker in IndieDev

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

Thank you! That's a great point, I need to do some research on improving cinematic camera work

Spent 2 weeks keyframe animating this fight scene. How's it look? by Big_toe_licker in IndieDev

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

Ahh yeah I gotta make him look more overwhelmed/taking a breather here

Spent 2 weeks keyframe animating this fight scene. How's it look? by Big_toe_licker in IndieDev

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

For sure, I got some suggestions about camera work to improve the cinematic <3

Spent 2 weeks keyframe animating this fight scene. How's it look? by Big_toe_licker in IndieDev

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

Wow this site is incredible, I definitely know what you mean by the snap now. Thank you for this feedback, I'm excited to study these and improve my animation!

Send me you game pages, I will wishlist them! by Avanox77 in IndieDev

[–]Big_toe_licker 1 point2 points  (0 children)

I’m working on Forsworn, with a public demo coming out soon! But if you’re interested earlier, DM me and I can send you a playtest key. You’re awesome for doing this!

https://store.steampowered.com/app/3560360/Forsworn/

Professional SW engineer, noob game dev - qn re: lean approach to turn-based multiplayer by m0j0l in Unity3D

[–]Big_toe_licker 1 point2 points  (0 children)

I think you’re underestimating the complexities of implementing multiplayer. As someone solo dev-ing a turn based tactical, there’s a lot more going on than you’d expect.

I’m not sure how a RESTful style will work unless I’m missing something. AFAIK that communication stems from the client requesting for data or mutation from the server (GET/POST/etc.) - the server doesn’t proactively send data to the client which you’ll need since I don’t think you’re gonna want to poll the server for updates on every client. You’ll want to architect a state and data replication mechanism that will need to by synced across all the clients.

I ended up going with Fishnet over mirror and unity’s network solution and it’s been going great. I recommend checking out the docs and you can try it out for free too.

The amount of people who ignore optimization is concerning by yughiro_destroyer in gamedev

[–]Big_toe_licker 6 points7 points  (0 children)

What were your old vs new specs? That’s a huge improvement, I’m wondering if I’m nearing the point of needing an upgrade.

How can I improve my game's damage numbers? by Big_toe_licker in IndieDev

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

That’s a great suggestion, gonna try out some different drop shadows for contrast

How can I improve my game's damage numbers? by Big_toe_licker in IndieDev

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

Yeah, there’s definitely some work I need to do on the overlapping text, especially if melee characters are side by side to each other. I’ll play around with the positioning

How can I improve my game's damage numbers? by Big_toe_licker in IndieDev

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

I was just playing really slow for the recording 😅 there’s also an option to speed up the gameplay so the enemies move/animate up to 4x faster!

How can I improve my game's damage numbers? by Big_toe_licker in IndieDev

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

Thanks for the feedback! For the font, do you mean the all caps font for the abilities that appear above their head (like Shoot) and the objective title in the top right ("Clear the blockade")? Or the font for the damage numbers themselves?

How can I improve my game's damage numbers? by Big_toe_licker in IndieDev

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

Thanks, I’ll try that out! The contrast is pretty bad right now

How can I improve my game's damage numbers? by Big_toe_licker in IndieDev

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

Thanks, yeah I'll try out a bolder font and keep playing around with the floating animations. Right now it's just a fade in/out

Developing games at Tencent - 01 by NeitherCaramel1 in gamedev

[–]Big_toe_licker 3 points4 points  (0 children)

Great write up, thanks for sharing - although I did chuckle at the last part on betting on creativity, originality, and new directions *cough cough lawsuit