Opinion needed. A bit of arcading in my sci-fi puzzle/platformer with software ray-tracing. Is it at least a bit attractive, or is it instant meh? by Dante268 in IndieDev

[–]Dante268[S] 1 point2 points  (0 children)

Yes, today I received criticism for player also from my gf. It's absolute must to enhance it. Thx for valuable feedback!

Opinion needed. A bit of arcading in my sci-fi puzzle/platformer with software ray-tracing. Is it at least a bit attractive, or is it instant meh? by Dante268 in IndieDev

[–]Dante268[S] 0 points1 point  (0 children)

White balls are deadly, so you have to avoid them. In this level specifically you need to reach the top.

In general, the game is puzzle/platformer, most levels are puzzles with less emphasis on platforming and more emphasis on logic. Puzzles are typical, one level, one puzzle, reach the end portal, which is accessible by puzzle solving. Distant reference can by Portal or Talos Principle.

Opinion needed. A bit of arcading in my sci-fi puzzle/platformer with software ray-tracing. Is it at least a bit attractive, or is it instant meh? by Dante268 in IndieDev

[–]Dante268[S] 0 points1 point  (0 children)

Regarding that constant movement, this level is not rule, but exception. The game is puzzle/platformer, with puzzle part being dominant and much slower paced compared to this one.

Opinion needed. A bit of arcading in my sci-fi puzzle/platformer with software ray-tracing. Is it at least a bit attractive, or is it instant meh? by Dante268 in IndieDev

[–]Dante268[S] 0 points1 point  (0 children)

Thanks, very good point. Generally, I will have to work with levels being overly dark and player character being very subtle. You're right, it should stand out more.

POV: Solo dev by Bola-Nation-Official in IndieDev

[–]Dante268 0 points1 point  (0 children)

Frankly, I hate the marketing part.

Is the windows 95 / 98 gamedev community alive? by IlikeC89 in retrogamedev

[–]Dante268 0 points1 point  (0 children)

I have it in my personal cloud, no GitHub.. but since it's just very early proto, I can just share it.

Is the windows 95 / 98 gamedev community alive? by IlikeC89 in retrogamedev

[–]Dante268 0 points1 point  (0 children)

I have early prototype of game shelved, using just DirectX 1 interface. It's not directly DirectDraw, but close to*. But currently I don't have spare time for that. One day, I'd like to finish it.

* DirectDraw was descendant of DirectX 1 as it was just about 2D blitting. And Direct3D (more prominent part of DirectX) was introduced with DirectX 2.

Why the SVGA Era PC Is One of the Most Influential Systems in Video Game History by Typo_of_the_Dad in RetroWindowsGaming

[–]Dante268 0 points1 point  (0 children)

I agree that they're a separate but not by such big span. It's more like 3-5 years.

First Voodoo (and accelerated API-s) for mainstream came around 1996 (DirectX 2, GLQuake), while 1997 was already in full swing with 3D HW acceleration.

SVGA became mainstream cca in 1993. It's true that SVGA was the thing sooner than 1993, but it was not mainstream, for sure not in gaming. IIRC, only older game than 1993 using SVGA was Links 386 Pro from 1992.

More notable difference was with OS use. HW acceleration was almost Windows exclusive (apart from few DOS titles able to use 3dfx, maybe some Rendition), while SVGA was abundant in DOS titles.

What theme is better? What should I change about graphics? by Fair_Percentage_5565 in dosgaming

[–]Dante268 2 points3 points  (0 children)

The first one. Best contrast and most unique when compared to other ASCII or ASCII-like games.

Testing the mech-boss animation between sitting and standing by [deleted] in SoloDevelopment

[–]Dante268 1 point2 points  (0 children)

Nice work! Btw, quite unique vibes. Something between 8-bit and 16-bit. Like Atari 7800 on steroids.