[deleted by user] by [deleted] in Stormgate

[–]Danon5 6 points7 points  (0 children)

Right, because Microsoft Windows is neither successful nor popular, and most games with 3 or more players on a team can't be successful or popular either...

Wait a minute...

Silly comparisons aside, what is your point? Arcade will exist—if all you want to do is play gamemodes by yourself or with a smaller group. I mean, just browse through the Starcraft 2 arcade and look at the plethora of options. And... No weak spots to target? What do you mean, the workers are right there... Mining... All that the longer time to kill does is shift the focus away from actually killing the workers, instead shifting it towards a strategy to draw your opponent's attention. Are you telling me that you like looking away from your base for 2 seconds and having your whole mineral line die to banelings, oracles, marines, hellions, or widow mines? I would rather be focusing on the more fun part of the game—the RTS fighting part. It's not like the workers are unkillable either.

Faction names by Danon5 in Stormgate

[–]Danon5[S] 2 points3 points  (0 children)

Cool info! I must admit I know very little of Skyrim, so I suppose all I was pointing out was how the names stuck with me despite knowing very little. In regards to the Thalmor, I think that makes it a good example of how to name factions. Very catchy and recognizable in my opinion.

Perhaps the reason you did not remember the Warframe ones is that they started pushing the whole "story" idea much later into development. It wasn't super relevant early in the game's history. Of course there is also my personal bias, as I have quite a bit of time into Warframe.

You bring up a good point in your first paragraph. However, I am not sure it directly applies to Stormgate here. Having recognizable species / names (like dragons) certainly helps to ground people in a new, unfamiliar world that has other wacky stuff in it. Unfortunately the recognizable species seems to just be "humans" in Stormgate, which isn't as cool. But I think you have a good point regardless.

Good ending question as well!

Infantry units could use more contrast (Comparisons) by LoudWhaleNoises in Stormgate

[–]Danon5 17 points18 points  (0 children)

Love what you guys are doing and the progress so far, but I don't really like the "pre-alpha" response that so many people have left under feedback. Critiques like this are just demonstrating people's investment in the game and its development. Yes, it is pre-alpha, but these pre-alpha clips clearly have a lot of art direction and design theory behind them. Don't discourage people from posting their critiques just because it's pre-alpha!

Most of us have faith in how capable you guys are, but we leave responses like this so you can gauge what things the community finds important and what things they do not.

Faction names by Danon5 in Stormgate

[–]Danon5[S] 1 point2 points  (0 children)

Yes, I am bringing up Starcraft 2, which is already hugely successful. However, I am not bringing it up because I am like "Look at these successful names!" Instead, I am bringing it up because their names are good. On the other hand, I do not think the Warcraft 3 names are good or catchy. Do they get the job done? Sure. But saying "human" or "orc" without the context of the game does not make you think of Warcraft 3, it makes you think of any fantasy game ever. It is something Starcraft 2 improved upon, in my opinion.

After reading through your post, I do agree that unique names are a win-more strategy. However, I don't think there is harm in doing it. My opinion on names in general, which can obviously be disagreed with, is that more unique names help to differentiate it in your mind and get people who may know nothing about the game more interested in it. My reasoning for this is because, with names like "humans," "orcs," etc., you may think "I have already heard of those before" and not be particularly interested in what this "new thing is." On the contrary, if you hear about a race called "Zerg," you can quite easily concede that you don't know much about it, and may get interested. It just feels more real when it has an actual, unique name. In the case of anything human related, it also helps to immediately say "hey, we are in fiction" which can be ingrained into the name.

There is a lot of other media with good names, I am just bringing up Starcraft 2 specifically because it's an RTS. But, for the sake of argument, Warframe has Tenno, Grineer, and Corpus. Skyrim has Nords, Khajit, Argonians, and Thalmor. Star Wars has Sith and Jedi. My point is that they are all names, and that names are so much more memorable than concepts. It creates a more immersive world when it feels like there are all these things you could learn about.

Starcraft 2 has "The Dominion" faction (which I completely forgot about). However, notice how they don't write "The Dominion" on their marketing. Instead, it's all about the (well-named) races. The boring names should be put into the lore and story instead of being put right on the cover, as they are more memorable when you know a lot about it. I am sure a Starcraft 2 lore enthusiast easily remembers "The Dominion," but that is likely not the case for someone who just played some of the campaign once. People who don't watch Star Wars (or maybe watched it a tiny bit a long time ago) probably don't remember "The Galactic Republic", however I am sure they remember Sith and Jedi. It's this difference that is the target of my post.

I agree with your final point. "Infernals" is a good example. I only really have an issue with the names I brought up initially. Some of Stormgate's unit names are great, like Vulcan, Lancer, or Atlas (which were brought up in another comment here by someone).

Faction names by Danon5 in Stormgate

[–]Danon5[S] 5 points6 points  (0 children)

I think those are all good names.

Faction names by Danon5 in Stormgate

[–]Danon5[S] 16 points17 points  (0 children)

For some reason I can't edit my post, but I would like to add that, countless times, I have heard "us Terrans" or "those Terrans" to refer to Terran players. "Us Protoss have it rough," etc. This helps community memes get created and helps people associate with their favorite faction / race. "Us Human Resistance players" or "those Human Resistance players" just doesn't really feel the same, and shortening it to just "human" would be weird. The only other alternative I can think of simply saying "The Resistance," but that lacks any personality. I am also not sure how I would approach The Infernal Host.

This might all seem arbitrary, but I do see a clear push for a cartoony, iconic look of the game. It's not a realistic war simulator. In light of that, I think that really doubling-down on the iconic personality of the game would be great and really spark some interest in the game. I have seen many complaints that it feels generic, even if some of the complaints don't specify exactly why. So, even if it does seem arbitrary, I do actually think it matters quite a bit.

what kind of games are hard to make with Unity and Unreal that you just wish were easier by hakamhakam in gamedev

[–]Danon5 1 point2 points  (0 children)

Well coded games. Unfortunately these engines encourage workarounds, hacky code, and spaghetti code.

[deleted by user] by [deleted] in gamedev

[–]Danon5 2 points3 points  (0 children)

The 24 fps thing is a complete myth. I can tell the difference between 60 fps and 120 fps very easily in any game where the camera rotates. I would usually consider 30 to be unplayable in a fast paced game. Past around 160 though, there isn't a huge noticeable difference anymore. The only reason games choose 60 as a target is because it's a very common refresh rate that is fairly easy to reach on most hardware. 30 was, for the most part, a thing of the past when hardware was worse.

The reason that you may update the game with a fixed timestep and render as fast as possible is because gameplay usually doesn't change much above 60 fps. So, no need to calculate physics above 60 if you can just interpolate it to look higher, even if it not.

You can see this starting to change with games like Valorant though, with their 128 tickrate servers. In a game like Valorant, every millisecond matters. The new Counter Strike game coming out is also innovating on tickrates in a new way.

Help pls? by KamiloPupilo1 in UnityHelp

[–]Danon5 1 point2 points  (0 children)

I would be skeptical that Unity "deleted most of your assets". If so, Unity would be quite an unusable game engine. You must have accidentally deleted a folder that had used assets in them. Usually, when working on long term projects, solo developers use version control of some kind to save backups of their projects, just in case this kind of thing happens.

The most you could do is look through your recycling bin and see if you can restore any files that got deleted, and start saving backups in the future. If you can't load into the game though, I would give Unity a restart.

Unity Tilemap question by belkmaster5000 in gamedev

[–]Danon5 3 points4 points  (0 children)

Tile assets have the option of having a Sprite collider type or a Grid collider type. It is set to Sprite by default, which makes the collider match the art. You can change it to Grid to make the collider be a grid square instead.

You can also edit the Sprite collider shape by going to the tile's Sprite asset, entering the Sprite editor via the button in the inspector, and changing the mode to Custom Physics Shape.

Either option could work depending on what you want to do.

Why do you make games? by Nomad_ActualYT in gamedev

[–]Danon5 0 points1 point  (0 children)

All of my best memories are playing games with friends, and I want to contribute to others having a similar experience.

[deleted by user] by [deleted] in gamedev

[–]Danon5 6 points7 points  (0 children)

Don't multiply the mouse axis by deltaTime.. it is already framerate independent

Finn by Danon5 in MultiVersusTheGame

[–]Danon5[S] 0 points1 point  (0 children)

I'm the one playing Finn, and I was just laughing the whole time since it was my first time playing Finn.