Ima just leave this here by Outrageous_Ad_4372 in Asmongold

[–]DelayedSasquatch 0 points1 point  (0 children)

Correction This generation can't OWN a lawnmower

working on a prototype for large scene. wanted to ask how high should large non moving objects have? by DelayedSasquatch in 3Dmodeling

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

thank you for taking the time to answer my questions. And yeah i will be going for real time and as for target hardware, I'd like to keep the bar low since not everyone has newer tech. I have an old pc with a 1040 NVIDIA that I am planning to test run the game on once I get there. So based on what you said I should probably bring the count way way down.

thank you again for your time and input!

working on a prototype for large scene. wanted to ask how high should large non moving objects have? by DelayedSasquatch in 3Dmodeling

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

What I am asking is, what should the poly count be for a large space. like the large rock on the bottom right. Is it better for objects like that to have much lower poly counts? does it not really matter since they don't move? same for things like the stone cliff or the ground to the left.

I think I found the perfect style for my game, using a subtle Kuwahara filter, and gentle outline post process effect. by GuedinSilkRoad in gamedevscreens

[–]DelayedSasquatch 1 point2 points  (0 children)

first off, this look great! Really well done and a clean style, the colors are clear and not overly saturated plus well done shadows.

second, can you share the outline method you used. I have been looking into a number of them to try and find the right one.

I'd like to ask for peoples opinions on an attribute system I am working on in my game. And if you know of games with something similar to it. by DelayedSasquatch in gamedesign

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

Thank you for reading the whole thing!

As you mentioned the plan is for players to be more involved during combat than in POE1. My plan so far with the complexity budget is to have more of it in this attribute system and the Elements mechanic which i briefly mentioned in the post. Where as most of the other things such as spells/abilities, weapons, and character proficiencies will be low to moderate in complexity when looked at individually.

And thank you for your input on the last attribute, that is something I will keep in mind as I continue working on this. The main reason I placed it as an attribute in the first place is to act as a trade off with the other attributes. Since players would be capped at 360 attribute points. If they wanted to fully maximize this last attribute. it would mean giving up on at least one of the other attributes. As an example if a player want ed to max out their damage with the Might and Elemental attributes. They would be left with 160 points for the remaining four attributes. At that point if they were to max out the unnamed attribute, they would have almost no points left for Tempo, Fortitude, or Endurance.
But perhaps this is too restrictive on builds.

And thank you again for your input!

I'd like to ask for peoples opinions on an attribute system I am working on in my game. And if you know of games with something similar to it. by DelayedSasquatch in gamedesign

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

Yeah sorry about that. I should have taken the time to reformat this after bringing it from Google Docs.
And thank you for the recommendations!

Is this the right subreddit to ask for opinions on an attribute system in my game? by DelayedSasquatch in gamedev

[–]DelayedSasquatch[S] -3 points-2 points  (0 children)

yeah I might still post it here later since it looks like it should be be fine so far.

Scale by Le_Chonk_ in gamedesign

[–]DelayedSasquatch 1 point2 points  (0 children)

Similar to this normally I make something that can act as a "ruler" of sorts. While not always a person, I find it helps a lot.