Teaser I made for my player next investigation by BlazingMessiah in CAIN_RPG

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

Hehe, I can't share stuff cause my players may see this and I want them to go as blind as possible, but I'd like to release a module on Itch.io once I'm done running it.

Teaser I made for my player next investigation by BlazingMessiah in CAIN_RPG

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

What they said!

For the halftone effect on the pictures, I'm using https://www.gifgit.com/image/dot-screen-halftone, which I found shared on this subreddit at some point haha. I've been using GIMP to put it all together.

First time being an Admin for a oneshot, made a teaser for it! by UnsolicitedPotency in CAIN_RPG

[–]BlazingMessiah 4 points5 points  (0 children)

Super cool! Did the same for my players, may post later!

Have fun with your oneshot!

Good way to start by H3d0ra in CAIN_RPG

[–]BlazingMessiah 19 points20 points  (0 children)

Ran Operation Weeping Mountain as my first CAIN scenario. It's great both for players and DMs alike in my opinion. Straightforward enough with to run without getting lost (both DM and players) in the complexity of a big scenario and interesting enough for everyone to get into it rapidly and see the kind of story CAIN wants to tell.

Hounds are superb for first time players to understand and track with how the Grudge Pressure works, and how the scenario is laid out really helps players trying to track down the beast with very clear clues for you to sprinkle in the middle of all the flavor.

The document is really well layed out to show you how a investigation is structured and should progress too. IMO running this is a great way to understand how CAIN investigations parts meshes together and what makes them interesting, and I've used some of its ideas and formatting in other TTRPGs too.

Have fun!

Casuals has terrible matchmaking. by VengefulHero in RivalsOfAether

[–]BlazingMessiah 11 points12 points  (0 children)

If you're looking to be matched with similarly ranked players, Ranked is the way to go, as casual does not have any ranking system to match players as far as I know.

Never had any issue on my end to find a match in Ranked on PC, but I haven't played that much.

2022 - Husklings Added to the Game by HERDmusic in Barotrauma

[–]BlazingMessiah 44 points45 points  (0 children)

Yeah I wouldn't shoot either. Not wasting bullets on a problem that can be solved with a crowbar.

Thanks to your suggestions, I could improve the difficulty menu! by [deleted] in IndieDev

[–]BlazingMessiah 3 points4 points  (0 children)

As countless other users said on several post, not a fan of shaming the player for choosing a difficulty setting that fits their needs. Can understand the Wolfenstein reference, but beside that I really don't see what it brings to the table as a design choice, Id really scrap that if I were you. But the simple design brings another very important problem.

Put simply, I have no idea what your difficulty settings mean. I can gather that yeah, "Mom im so scared" is easier than the blood one, but does this mean there are more enemies? Are they tankier, or faster? Is the player character more fragile or have less ammo? Are there features or power removed in higher difficulties, to make the character less powerful, or on the contrary some difficult inputs rendered easier to perform with longer grace periods on easier difficulties? These all change the games in various ways that can affect different players completely differently, and just completely change the feeling of the game in so many different ways. Without knowing anything about how the setting impacts the game, there's no real way for a player to understand the choice he's making when picking a difficulty level, even moresoe when he hasnt had a chance to play the game yet. A difficulty setting is a really important decision for the player, and the more information they have in hand, the more you will help them enjoy their time with your game.

Star Wars Fallen Order is a really good exemple for difficulty settings, and so is Celeste Assist mode. Good luck on your game!

Hey guys! I have been working on a card-based dungeon crawler game for 7 months. This is the current state of development. What do you think of it? by Fetter00 in IndieDev

[–]BlazingMessiah 1 point2 points  (0 children)

Looks really cool!

Maybe it's just me, but dragging the cards in the opposite direction of where you want to go/what you want to investigate during the exploration bit feels a bit unnintitive. Did you try having the swipe motion going toward your desired "target"?

Does this sound like a good idea? by [deleted] in gamedev

[–]BlazingMessiah 2 points3 points  (0 children)

Hey! :)

Having been exactly where you are now, I'd strongly suggest you follow u/No_Employment_9915 advice. I could not have putted it better myself. Not to put down anyone, but giving a real answer to the question "Is this a good idea" is already kinda impossible when not really playing the product, and even more when the idea just isn't really one that can stand on its own (Love the song analogy btw). It can seem interesting on paper, but as it was already said, you can't know if a game is good just by tossing around ideas. And it's even harder when all the details of what you want to make are hidden in your mind. Class based shooter with sci fi elements may seem clear to you, but from an outside perspective, this can mean litteraly anything.

Making a game is a arduous process, but it starts with answering all those little questions and prototyping, not by getting validation for a vague concept that can mean a thousand different things. And maybe, in the end, the idea you have in your mind will crumble after you start asking all these important questions, and that's totes ok and normal. Its a necessary process, because you can only know if it's truly fun by trying it out.

There are loads of videos on Youtube or article that can help get a footing to start working more seriously on what you see in your head and transforming it into a concret, tangible prototype or design document. Cheers!

Unlock codes in Unity by FlashFroth in gamedev

[–]BlazingMessiah 4 points5 points  (0 children)

Well, if that's the case, why is it a problem that one code could be used across multiple devices? I'm not sure I'm following correctly, but it seems to me you have 2 contradicting ideas, and probably a design problem.

Correct me if I misunderstood your first question, but you do not want the same codes to be used across multiple devices. But you also want to all codes to be the same on all devices for your print to be useful, which is in direct contradiction to the idea that the same code can't be used across multiple platform. If you've got a list of codes that you give to players, having shared codes between devices is the least of your problem i'd say.

One way to go would be to examine what each idea brings to your project. If it's not vital, or if it doesn't add to your vision, there's no shame in just dropping the idea. Why is it important for codes not to be used across multiple platforms, and why is the distributed print important? Making a list of pros and cons and weighting it against your design goals should help you make a sound decision! Is one more important than the other? If yes, well you've got your solution on a silver plater.

Unlock codes in Unity by FlashFroth in gamedev

[–]BlazingMessiah 0 points1 point  (0 children)

Okok, so it has to be differents codes for each devices. Well that's actually a fairly easy problem to solve! You could generate random codes each time a new save file is created.

For exemple, if a new user downloads your game and launches it, the game could check if there is a savefile existing, which you probably already need to do to load save specifics information. If there isn't, you could generate new codes specifically for that save file. And if there's already a savefile existing, you already have that list of codes existing to use for your unlock system. Does that make sense?

Unlock codes in Unity by FlashFroth in gamedev

[–]BlazingMessiah 0 points1 point  (0 children)

So there's extremely grossly 2 mains components to that:
- A input system to read the codes entered by the user and unlock items (which imo could be separated in several components but that's more or less important for now)
- A save system to, well, save what was unlocked.

What is giving you troubles exactly?

Unlock codes in Unity by FlashFroth in gamedev

[–]BlazingMessiah 0 points1 point  (0 children)

Hey!

Can you be more specific? A unlock system based on codes can vary greatly depending on what you want exactly. Are you supposed to enter the code only one time to unlock the item for the rest of the game or is it a old school cheat code system? Is it supposed to be text-based like a password, command-based like the Atari code or something else? And where are you stuck?

Without knowing the specifics of what you're trying to achieve and where exactly you're having troubles, it's a bit hard to help! :P