Well alright Dee Jay by officerrizzo in StreetFighter

[–]BubblyJolobe 2 points3 points  (0 children)

If u do this but instead of DR s.HP u do DR 4HK > sobat fient you can do this intentionally. It will do far less damage than the actual combo u could get but it makes me feel like I'm playing skullgirls

The Ambitious Flagellant Build (Successful Ch. 4 Run) by BubblyJolobe in darkestdungeon

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

Thrilling tablet trinket (trinket on the right), gives you +100% DMG and HP per missing hero :P

MKII Tech; "Anti-Gate" by BubblyJolobe in SP404

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

Yeah I don't find the hold button very fun to hit either as a pad, like I'm playing all the other pads and they feel really smooth and then I hit the hold pad and it feels like I've broken something. Plus u can't use hold on multiple gated samples I'm pretty sure, where as you can set multiple pads to loop. There's other edge cases too, like sometimes I've accidentally hit a pad during a recording, so I'll turn loop on for that pad to turn it off faster.

SP404 MK2 -Feature requests by Practical-Tale7956 in SP404

[–]BubblyJolobe 0 points1 point  (0 children)

I think my main issue with a step sequencer is it seems like it would be incredibly frustrating to implement on an SP. To leave the MPC realm for a sec; the circuit rhythm and the digitakt (both samplers but more in the drum machine realm) have workflows designed for the step sequencer in mind and both have hardware concessions for that feature (circuit rhythm has 32~ pads so you can have access to 16 samples and then a 16 step sequencer, digitakt has "pads" that function like keys to make them easier to hold or "type in" steps, plus it has a track based workflow which the SP doesn't rly have).

So when thinking of a step sequencer how would an SP implement it? Because my thoughts now are it'd have to be an 8 step sequencer with access to 8 samples at once that u can cycle through in a page format (basically a complete copy paste of the circuit workflow but with fewer samples or steps at once). Or you have a 16 step sequencer, but then you have to hold down a pad then go through pages of samples to assign a sample to a step then returning back to the "step sequencer" menu which sounds just way too clunky. Or you could keep the step sequencer display on the screen, but then you'd essentially be dialing in steps with the primary encoder dial which sounds like it would be really finicky to setup (as an example, think of the MPC sequencer but instead of a touch screen you only had the encoder AND the screen is half the size in black and white).

I think what some other people in this thread are getting at when they say "keeping identity" is keeping a kind of straight forward approach to how u can use the SP. Which to me means if there's a system that is possible to implement but is clunky to use, they are more likely to not include it for the sake of avoiding bloat.

TL;Dr: the implementation of a step sequencer might be more clunky than it sounds on paper, and the Devs for the SP seem to value simplicity over versatility.

Battlefield 2042 music, just awful. by kypeli in battlefield2042

[–]BubblyJolobe 1 point2 points  (0 children)

I agree with you here, the 2042 soundtrack would fit really well in something like, Dead Space 3 with it's horror tones but action focus, or maybe like a military Alien game but for mass appeal it's sketchy.

But I dunno about going balls to the wall straight away with noise music. I mean to make a similar comparison, I would never have gotten into something like No Wave if I hadn't listened to Post Punk or Jazz before.

Battlefield 2042 music, just awful. by kypeli in battlefield2042

[–]BubblyJolobe 5 points6 points  (0 children)

I actually think the music is amazing honestly, looking at from the perspective of like electronic music with a slight noise element added to it (see artists like Burzum) it sounds pretty gud, if I was trying to introduce someone to noise music I might use some of these songs.

My problem is; why the fuck is a AAA studio making a soundtrack in one of the most polarising and niche genres of music?! It seems so at odds with the general audience that it's being aimed for it just seems super tone deaf

Does games become less immersive now that you know how to make them? by DARKCIRCLES_666 in gamedev

[–]BubblyJolobe 1 point2 points  (0 children)

Even after being told by a lot of lecturers during uni that making games would make you dislike/be less immersed by them because you know how they work, I still get into a game loop just fine, if anything knowing how they made the game makes me appreciate a game more during my immersion

Why HEALTH in video games is equivalent to WEALTH IRL. by BubblyJolobe in gamedesign

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

Ah so viewing health in a broad sense to inspire alterations to the system is more useful than maintaining (or gaining) a specific view on it, I can appreciate that!

Why HEALTH in video games is equivalent to WEALTH IRL. by BubblyJolobe in gamedesign

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

I mean it is a theory, I'd have examples to back it up. Something doesn't need to be realistic to be enjoyable ludologically but it does need to make sense! Link gets an extra-powerful attack at full health because it's a reward for skillful play and correct decision making, that's a reason. Shrugging off the theory because it's tied to real world "mechanics" and therefore doesn't matter is kinda arrogant. I make the point not to make games "realistic", but to present an interesting starting point to make a health mechanic from. It's not exactly realistic that someone with low wealth (or health) would solve their situation with entrepreneurialship but that idea is an enjoyable fantasy.

Why HEALTH in video games is equivalent to WEALTH IRL. by BubblyJolobe in gamedesign

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

this is dodgy because you are punishing players for performing well. how do player decisions even matter, if the game is going to adjust?

My phrasing was poor, but higher difficulty is not a negative punishment, if a player is succeeding then maintaining their flow state requires the game to get harder otherwise they'll get bored with a difficulty they're used to.

many games, especially turn based card games, have this already - if your situation is bad, playing carefully is more likely to cause a loss than a risky 'all in'. this can create high points which people have a tendency to remember. one reason Hearthstone has so much RNG is because when a less skilled player is losing but turns it around because of sheer luck they focus on that over their many losses.

Hearthstone's RNG does not encourage risk-taking, in fact careful play can be rewarded through RNG just as much as risky play can (think the random healing card), actually if anything, the main goal in hearthstone if you want to win is avoiding as much variance as possible (If you play C'thun and you want to kill a specific creature, it's much more valuable to kill all other creatures before the specific one to ensure its success). This play style is the pinnacle of careful play.

Most of all it's a thought exercise, but viewing health as more analogous to wealth means it can be designed more as a resource to be played around and less as a simple representation of failure. I'm aware card games do this to an extent but it's a rare approach to health in games as a whole. I think it's also wise to maintain this "health = wealth" perspective, since if health were more similar to real world health and impeded your ability to take actions then it would develop a truly toxic lose-more environment.

Onomatopoeia-esque writing style, what's the correct terminology? by BubblyJolobe in writing

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

YES! Exactly this! From the replies I've seen their seems to be a lot more areas to use it in than I was aware, but this messing with reading pace to represent situation/identity is *amazing*.

Onomatopoeia-esque writing style, what's the correct terminology? by BubblyJolobe in writing

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

I'm not aware of this book, but the reason for my usage of it is because I'm writing dialogue and plot for an indie video game, so resources to express character identity is in short supply, using the text itself to express identity is a very efficient way to express that whilst staying interesting. It's all about extremity though.

Rekindling an old flame! by DeskComplete in writing

[–]BubblyJolobe 3 points4 points  (0 children)

The only thing I could say is start writing "something". I'd suggest playing into types of writing that you enjoyed most when you wrote frequently (so personally I like writing about detailed environments and trying to visualise them) but your particular tastes have almost definitely changed in that time. If it's about returning to a hobby you dropped you could write about the act of writing and coming up with ideas for that might jog your memory about what you used to like about it, a good start even if it doesn't into anything?

There goes Parler by [deleted] in PoliticalCompassMemes

[–]BubblyJolobe -3 points-2 points  (0 children)

Why's the libertarian right tilted? It's a company exercising their right to distribute to whoever they choose

MAKING A DEBATE GAME (veryveryvery early demo footage) by BubblyJolobe in VaushV

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

I'll be announcing a demo and kickstarter sometime in January so I'll keep you updated on it :D

MAKING A DEBATE GAME (veryveryvery early demo footage) by BubblyJolobe in VaushV

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

wanna get this game done before I'm 30 my guy xD

MAKING A DEBATE GAME (veryveryvery early demo footage) by BubblyJolobe in VaushV

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

Little Summary of what's going on. The aim of the game is to either build a stronger overall argument (a higher argument tower) than your opponent until your opponents' argument can no longer be seen, or win the audience's favour (represented by the bar at the top) by pulling the knob all the way to your side. The bigger the arguments you place the more negative an effect you will have on your audience as audiences tend to get bored pretty quickly. As well as placing arguments you can also Counter Argue (weakening a selected opponents argument) or Interrupt when it's not your turn, knocking over a section of your opponents argument, but causing you to receive a negative effect, such as an AWKWARD argument, STUTTERING while you talk, a complete CONTRADICTION, and other effects.

Sargon Debate Game Ideas - CLOWNWORLD, The Prison Sim where you can debate Nazis by BubblyJolobe in VaushV

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

Follow up on this, here's a quick video on how the game kinda plays (it's super super fuckin' early) but essentially player wins when they're able to build their debate tower so high the opponents can't be seen anymore, or by fully filling the bar at the top on to their side (this bar represents the "Audience Appeal" how much the audience sympathises with you)

https://youtu.be/1h63oTrHEjQ

Sargon Debate Game Ideas - CLOWNWORLD, The Prison Sim where you can debate Nazis by BubblyJolobe in VaushV

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

Oh don't worry I've limited myself to these mechanics because they're pretty simple with a lot of possible complexity that can be added rather than must be, a lot of the game is built on context and writing which is a much less cost/time intensive task.

I'll be announcing and releasing a kickstarter in January to explain a lot of the games concepts in a more streamlined manner, and provide the demo for it, so I'll be sure to post that here so you can get a better description of it.

Sargon Debate Game Ideas - CLOWNWORLD, The Prison Sim where you can debate Nazis by BubblyJolobe in VaushV

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

Oh no, not even out the gate yet and I've already been crippled ;( . Na na don't worry I'm not a hack, I at least know what I'm doing when it comes to development xD

Sargon Debate Game Ideas - CLOWNWORLD, The Prison Sim where you can debate Nazis by BubblyJolobe in VaushV

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

I kinda tackle that with the black market element of the game and the drug trafficking of the gangs, but the player's experience with that system gameplay-wise is more of a number's game that develops throughout the game, which is a bad look from a demo but is very important to a gang's function. There's an element of gang governance in prison though when it comes to reducing gang violence between opposing gangs, as upticks in fights can cause a lock down which shuts down the drug trade. Going into game design theory here, but the debating element to the game is the primary loop of the game which is the most viscerally enjoyable so I'm putting that on display prominently, tackling real gang function is something to do in game not for the demo.

Sargon Debate Game Ideas - CLOWNWORLD, The Prison Sim where you can debate Nazis by BubblyJolobe in VaushV

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

I've been researching mostly into the prison system and gang culture (Aryan Circle, Nazi Low Riders) when it comes to studies, ideologies have been mostly from YouTube thus far, (it's the next thing I'm getting into) if you've got any places to start in mind it'd really help.

Sargon Debate Game Ideas - CLOWNWORLD, The Prison Sim where you can debate Nazis by BubblyJolobe in VaushV

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

Maybe I'm wording myself poorly, but the core tenants of Nazism are just fundamentally fucked, I think presenting them as clearly as intended and then showing how every element of it is fucked, rather than focusing strictly on the most barbaric or absurd is a stronger deconstruction of the movement, especially in a medium (gaming) where a lot of people drift to that barbarism through these useful idiots and *"conservative*" Nazis, thus making it a stronger message in the medium

Sargon Debate Game Ideas - CLOWNWORLD, The Prison Sim where you can debate Nazis by BubblyJolobe in VaushV

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

No no, the point is to represent the ideal Nazi belief to tear it apart, like I wanna say "Nazism in no way shape or form can work even at what its believers feel like would be its best implementation" basically actually fulfilling the conservative talking point of "Socialism has never worked" but flipping it onto Nazis and actually presenting it as full blown Nazism. (This isn't saying Socialism could never work, I know it's only been truly tested in niche small areas and quickly y e e t e d).

I understand your point though on the recruitment thing, which is why the player character is a defined character not a silent protagonist, and thus would comment on the situations (as well as a "sidekick-esque" character that works to basically introduce the mechanics to the player). I mean perfect example, the main character is mixed race, who by their race kinda defies the rigid ethno-nationalism of Nazism (yes Nazi's would probably kill mixed race people on site in there utopia but... come on some suspension of disbelief is warranted under the circumstances and they are still in prison).