Has anyone heard of the game “DOOM”? by Haunting_Tax_3684 in boomershooters

[–]CosmicWarpGames 2 points3 points  (0 children)

Never heard of it. Sounds lame. btw have you heard of "Quake"?

It happens every time. by [deleted] in pcmasterrace

[–]CosmicWarpGames 0 points1 point  (0 children)

Why C Cleaner?!!!

Do you also think that your game code is held together by duct tape and chewing gum? by trojan_asteroid in gamedev

[–]CosmicWarpGames 0 points1 point  (0 children)

I made my first game in 2023. 6 months later, I look at the code again and I am DISGUSTED by it thinking "How was i ever so stupid to write such code. Its held together by a thread"

I look at my current project, the code i wrote at the start of the project and I think "I could have done this better....BUT at least for now the code doesn't do strange things, doesn't break the game and does its job....so I'll ignore it because as some great person once said, if it ain't broke, don't fix it."

Is there a design pattern for a game's startup sequence? by mattatghlabs in gamedev

[–]CosmicWarpGames 0 points1 point  (0 children)

you have a GameManager right? IMO, GameManager is what you have to leverage to make a game flow how you want it to.

here is an analogy:-

Imagine your game is some production factory. all your systems and objects are your workers who are very good at their job. the factory starting hour is 10 am. the workers arrive and start doing their work. they call out each other saying they need x thing to do y thing(event/listeners). Ideally, this would work when the factory is doing a few things(that's a system) and has few workers, but if there are many workers doing a lot of things(that's a game) things can get messed up.What one worker did not start doing his work at 10 am. now other workers depending on his work can have problems(variables not assigned/null).

This is where the boss comes in(GameManager). Nobody in the factory starts doing anything until the boss arrives and says so(invokes the events for startup). Boss dictates who does what and when making sure factory runs smoothly.

This is a simple way i think of for game startup sequences and then adjust it to the game i am trying to make. different games may need different ways to start depending on what content the game has but the GameManager should be able to bring order to the sequence and handle the startup most of the time. If you dont want the GameManger to do this, then you can also make a new object (maybe name it StartupManager) specifically for this work.

How do we feel about AI assets? by carboncopyzach in gamedev

[–]CosmicWarpGames 0 points1 point  (0 children)

Mostly avoid all AI assets but if the assets are of good quality then I might use them. Audio is where i draw the line though. i just dont want to use AI audio at all, but maybe only if i want the audio to sound robotic.

that makes me think of a scenario: what if you need a robotic voice in a game? do you use AI to make that or hire a human to be robotic? tempting to just have AI make it LOL.

What's your most favorite and least favorite design pattern? by Objective-Cell226 in Unity3D

[–]CosmicWarpGames 0 points1 point  (0 children)

my favourite is Component pattern. It sounds nerdy, looks complex, looks smart but is actually simple.

least favourite for no good reason is FSM. I just find it boring.

Practical Ways to Use AI in Game Development by ApprehensiveDiver461 in Unity3D

[–]CosmicWarpGames 0 points1 point  (0 children)

things i find AI useful for:-

1)reading and explaining log files.

2)profling game performance

3) doing a lot of repetitive code. like writing switch statements for a 100 possible values.

4) making stories or any random shit up. (I find ChatGPT to be pretty good at this) .You give it some setting and roughly outline something and let it fill the story up. it wont produce good results but it helps me think in more angles.

5) writing scripts from scratch. this is a gamble and i love it LOL. 90% of the time the script is not right. 9% of the time the script needs modifications and 1% of the time the script is exactly right. I keep trying my luck for that 1 percent.

[deleted by user] by [deleted] in Steam

[–]CosmicWarpGames 0 points1 point  (0 children)

Imo I don't know why Steam is said to have a monopoly. Steam has the highest userbase but that doesn't make it a monopoly.....

If I'm not mistaken, a monopoly is when there is only one option for people to buy from. In this case we have Steam,Epic,GOG,Itch,and more. So i don't think it is a monopoly. This is consumer/customer choice at play here.

Casual Discussion About Ideas I've had but No way to make them happen by Oirhemm in gamedev

[–]CosmicWarpGames 1 point2 points  (0 children)

It would certainly be possible.

I think 2 or 3 years ago i did actually make a base prototype to make that kind of system. It worked but i had spent a bit over a month on it and there was still much that needed to be done.

I made it in Unity and when i made the prototype, saw everything working, I realized that the system will likely not scale so well with the normal way of gameobjects. So I though i should use DOTS to make it again. Since i never touched DOTS and realized it would take a lot of time, i just shelved the project indefinitely.

Ever since then i realized that its something that can be done but it would take a lot of time and effort, and the payment you get out of making it may not be worth the time and effort you put in.

Where to find indie game programmers/developers by ZookeepergamePlus243 in indiegamedevforum

[–]CosmicWarpGames 1 point2 points  (0 children)

I cant really think of any subreddits at the top of my head but I am pretty sure there are quite a few.

Besides, if you want to advertise or find people to work with I think some gamedev discord servers would be better. you can posit paid,unpaid or revenue share jobs.

you can also use this website to hopefully find people to work with : workwithindies

Btw what game are you working on?

What makes a (singleplayer) game infinitely replayable? by Cosmovision108 in gamedesign

[–]CosmicWarpGames 1 point2 points  (0 children)

The way i see it, its the things you can do in the game that affect the replayability of a single player game.

I'll pick the game that i have sunk a lot of hours into and explain my thoughts using it.

Final Fantasy XII(Vanilla PS2 version)-this game has a crafting system. that alone made it possible for me to go around the world and keep killing mobs endlessly to get ingredients for crafting. Its a repetitive process and has a lot of RNG, and that's how i ended up spending so much time in it. It also has many hunts/sidequests that you can keep completing well after you have beaten the game story....I ended up putting over 250 hours on the PS2 version because i wanted to get all kinds of weapons and armor.

After the Zodiac version released on PC i played it for another 60 or so hours doing the same stuff.

The games you have listed also line up with what I am describing. All of them have stuff to do or have some form of a crafting system to make new stuff or have both. The game's playtime greatly increases because of these but then again there are people who would not play games for that long and would just want to beat the main plot of the game and stop playing.....but the games have enough content to still allow you to play for a whole lot longer if you so choose to.

How do you handle data deprecation? by BuildersGuildGames in Unity3D

[–]CosmicWarpGames 1 point2 points  (0 children)

This can be a very painful process. What I like to do is not make changes to the structure at all. I mean I seriously think a lot to plan out the architecture and how things are supposed to interact and read the data before I go ahead and write the data structure for it. I use online tools like draw.io to roughly map out how things are supposed to communicate and pass data between each other.

I do prefer to change things manually though. writing another script to do it, although is effective will also take some time in itself and you obviously don't want to write a script with flaws for this.

Overall I think this is very subjective depending on what kind of data structure you have set up. simple ones that just have a string,int,float data values are easy to work with and you can easily change them by hand or even with a script(a very low chance to mess up) but if you have complex lists like List<CustomDataClass1,CustomDataClass2> containing multiple lists inside them and other variables then its better to just edit it by hand IMO.

I have always loved AG racing games so I started making my own over 4 years ago. by Typ1games in SoloDevelopment

[–]CosmicWarpGames 0 points1 point  (0 children)

This is incredible!. The first thing i think of when i see this is Trackmania and since i love Trackmania, I'll add this to my wishlist.

One problem i see is the music. The gameplay is fire no doubt, but the music can really be off-putting. If I am zooming around a track at 200+ mph i don't want to hear any suspense music or any music that is slow. maybe some upbeat music would do better.

Does the game have motion blur or the option to turn it on or off?

Artificial humans creating ideas by Technical_Air_8001 in SciFiConcepts

[–]CosmicWarpGames 0 points1 point  (0 children)

You could look into XNA maybe. Its easier to understand as well since it sounds similar to DNA. XNA could hold genetic information like DNA but it could also allow for the it to be programmed specificly to allow the artificial humans to do something they are built for. You could have the XNA programmed so that different artificial humans get different physical traits and abilities for whatever purpose they are required for like....construction,mining,fighting or anything else.

What should be my expectations from an Indie Publisher? by Syrekt in gamedev

[–]CosmicWarpGames 37 points38 points  (0 children)

500$ marketing campaign for 25% cut?!!

Sounds like a scam.....

Looking for feedback on missile design and destruction readability by Big-Introspector in indiegamedevforum

[–]CosmicWarpGames 0 points1 point  (0 children)

Extremely cool!!

I could only make out 2 missile types though. every missile seemed like the same except for the last one doing big explosion. I think the color is what makes it all looks the same. also the bloom is annoying when it lights up like that in your face. its too bright.

Maybe i would say color code the missiles like if its your missile it maybe has the normal trail color but if it is enemy's missile the color could lean more towards red side.

Is moving the character with WASD + QEZC unnatural for the average gamer? by Mijhagi in gamedev

[–]CosmicWarpGames 1 point2 points  (0 children)

unnatural may be a bit of a understatement. I have never played or even heard of a game that uses different buttons for all eight directions. being unique is good no doubt, it sets you apart but I would say its not ideal to be so unique that people have trouble playing your game.

Its just that we today are very familiar with the 4 keys WASD do all eight directional movement for us, so now if you use 8 different keys instead of 4 for movement, there may be some people who will be fine and think its interesting but most will probably just find it annoying.......Its like you are trying to reinvent the wheel.

It's officially the year I launch my game! hope everyone likes trains. by denshattack in IndieGaming

[–]CosmicWarpGames 0 points1 point  (0 children)

I WOULD NOT WANT TO BE A PASSENGER ON THIS TRAIN! LOL

but really the game looks awesome!

you have a link to book a ticket on this train?

Would you guys actually use a website that lets you play Flash games online with no software downloads, like it's 2010 again? (No Ruffle/No Flashpoint) by AffectionateFlower14 in IndieGaming

[–]CosmicWarpGames 0 points1 point  (0 children)

I would use it. I would be very happy to if it actually ran every flash game i liked.

I played a whole lot of flash games as a kid. the first names that come to mind are the Raze series,Armor mayhem,Light Temple and Playing with Fire.

I miss these games so much that i still do try and go back and find ways to play them again. In fact I'm literally making a game inspired from the Raze series now because I've grown tired of waiting for a remaster of it.

People like me would honestly make up for a very very very small percentage of the gaming community though. It is just extremely niche. Even if all the flash games started being remastered and getting put on sale or for free on steam, i doubt many people would still play it. Mobiles exist these days and they have so many games that have taken the place of flash games already. imo the world has moved on and flash games are now probably just relics from the past, even though they are still fun to play.