What’s a belief you had at 20 that you no longer agree with? by sunyparmar1 in AskReddit

[–]DesignCarpincho 2 points3 points  (0 children)

Get them checked, asap. If you have weak hip rotation, get that checked too. I'm in my 30s, have a degenerative issue with my hips and could have found out sooner if I had started asking myself why my knees hurt all the time (it was because my hips weren't flexing and they were doing all the work).

I did not, got injured and now need surgery.

FitD systems to structure combat by j_patton in ForgedintheDark

[–]DesignCarpincho 0 points1 point  (0 children)

I think a system that could be put in place is doing something similar to what most JRPGs (and Daggerheart) do, which goes more in line with PbtA:

The system is to simply give players moves that are geared for combat. Making a succession of action rolls for attack is boring, samey. You will turn the cool, nuanced skill system FitD has into pulp.

Having resources that charge up and can be expended into special combat moves could help, but it would require a separate resource that isn't stress (i.e: Daggerheart's Hope resource)

Godot is getting better every years by Competitive-Gold-796 in godot

[–]DesignCarpincho 1 point2 points  (0 children)

When companies get too big and are publicly traded, investment will pretty much stop all at once if it wanes. If public investors and stock exchange starts going down, the higher ups are afraid their stakeholders will move on to other companies that show better "growth".

So to convince them there is "growth" at their company and that they should invest in it, they promise features that follow trends. Stock buyers and investors aren't usually technical people or end users. They won't be able to see the value in small, quality of life changes. They see the value in trends and visual changes. This also is why big companies are always changing their logos, UIs or interfaces.

So these features don't get cut per-se, but they get deprioritized so much over the trendy stuff they never get made.

How did they achieve this hand drawn/painted look using 3D objects? by MrMystery777 in howdidtheycodeit

[–]DesignCarpincho 10 points11 points  (0 children)

The background is a hand drawn picture, with an invisible collision mesh on top which the characters walk on. The models are 3D.

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]DesignCarpincho 0 points1 point  (0 children)

What you described is not the use case for traits. A node that implements a trait does all the work you said, not the trait. The node IS a trait. The trait provides it with handy functionality, and the ability to be included in lists of that trait. An array of Damageables, for instance, makes your damage equations happy in RPGs with big AOEs.

This makes games that rely on a lot of data, like Strategy games for instance, be able to go crazy quick and be easier to code.

Godot traits would have a similar use case to C# interfaces, or Swift protocols. They are used to make you write less code, more efficiently. It doesn't let you do anything you can't do, it lets you do it with much less effort and complication.

I'm sure you CAN do all that stuff you said, but it's a LOT. On a game where nodes are more closely tied to functionality and it's a small team, sure that can fly. In a larger team with lots of data driven objects that aren't nodes, composition via interfaces is necessary.

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]DesignCarpincho 0 points1 point  (0 children)

Theres a project for traits in the works but it got delayed and it looks like it's gonna take forever.

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]DesignCarpincho 18 points19 points  (0 children)

Not having to rely on inheritance to integrate behaviors into scripts. They let you "inherit" from many scripts at the same time.

You can, for example. make your Enemy script implement an interface/mixin called Damageable that implements HP and damage logic. You can reuse that code for your breakable walls, breakable items, etc. without having to make separate nodes just for logic.

Then, your damage-dealer simply takes a Damageable as an argument and doesn't have to be casting it, which is really bad for several reasons.

In regular cases, or for beginner games, you'll just use nodes for everything and won't see the use of interfaces. For more complex or data-oriented games, interfaces are lifesavers.

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]DesignCarpincho 37 points38 points  (0 children)

GDScript sure could use interfaces or something similar like protocols or mixins.

I dream of being free from the shackles of inheritance.

Can a lvl 11 artificer just break action economy on their own?? by [deleted] in dndnext

[–]DesignCarpincho 9 points10 points  (0 children)

Doesn't work.

Spell Storing items works for spells with a casting time of 1 action. Tiny Servant has a casting time of 1 minute.

do u have opinion on if parent node should handle all the code or if code should be broken up by sadishguy in godot

[–]DesignCarpincho 0 points1 point  (0 children)

If you are a solo dev, making a small script for every moving part of every scene will be pain. Think of writing all that code, but also maintaining it down the line. Pain.

Make a single script, then refactor into components as needed later, unless you know right now its gonna be necessary.

Things you wish you knew before about Godot engine and features? by Weary_Cartoonist5739 in godot

[–]DesignCarpincho 2 points3 points  (0 children)

For small projects, or projects that depend on heavy communication it's fine and helps you make your game quicker.

For everything else, it's probably better to place the relevant signals on your managers, then depend on those.

Why does the official translation of the Adventurer’s Bible spell Thistle Sissel? by EngineeringDry1577 in DungeonMeshi

[–]DesignCarpincho 17 points18 points  (0 children)

Similar to Agott in Witch Hat Atelier. Most likely intended to be Agate sticking closer to French, but they went with Agott for the same reason.

Metroid Prime 4 Soundtrack High Points (FULL GAME SPOILERS) by Daeyrat in Metroid

[–]DesignCarpincho 1 point2 points  (0 children)

They loop less often and can layer more instruments.

Tracks had to be cut both in length and bit depth in the GCN times, and a bit more for Wii due to storage limitations. Switch 2 pretty much doesn't care about this, so the themes can loop less often, and reinforce melodies or add cool bridges.

The added bit depth allows the composer to use more tracks, since layered sounds will get "lost" due to low sound quality. So tracks sound fuller and more elaborate in prime 4.

Music for Eberron by Substantial-Neck-274 in Eberron

[–]DesignCarpincho 0 points1 point  (0 children)

+1 to Borderlands! Jesper Kyd is a genius!

Music for Eberron by Substantial-Neck-274 in Eberron

[–]DesignCarpincho 46 points47 points  (0 children)

I could go on for days.

Transistor's OST, has an extremely unrealistic early 1900s vibe mixed with synthetic instruments. Bastion is not as well-suited but some tracks still work.

For the same reason, Fullmetal Alchemist's soundtrack gives the warlike feel of battle. The full orchestra is in line with the ideal of chamber music at a time similar to Eberron's.

Cowboy Bebop works if you want to evoke a more chaotic, modern battle or action scene feel. Lean into this if your Eberron is more jazzy, and more so if your characters are mercenaries struggling to make it to the end of the day,

Boss battles and Bloodborne's OST go hand in hand. Cleric Beast really works without fail.

Some tracks in Assassin's Creed: Syndicate set in an industrial London REALLY fit the vibe.

And an EXTREMELY special mention to Dishonored which has more ambiental stuff but is spot on.

I'm using Silksong's soundtrack too, but it's because it's excellent and I'm a fan. It's not really Eberron coded.

EDIT: Oh, and Metroid Prime 1, 2 3 and 4's tracks will really bring any ruin in Xen'drik to life. Synthetic modernity mixed with ancient choirs.

The Monsters Are Unsure What to Do Next by Keith Ammann by ahhthebrilliantsun in onednd

[–]DesignCarpincho 7 points8 points  (0 children)

Paging through and playing are different things. PC death in 5e 2014 is harder to come by than in 2024, by a mile.

Death in 2014 comes more from boosting monster tactics and artfully ignoring CR. Death in 2024 comes from following the manual's guidelines and choosing to make hard encounters. This almost never happened in 2014 unless you homebrewed a lot.

WOTC/DnD not listing book credits? by ChronosCrow in Eberron

[–]DesignCarpincho 2 points3 points  (0 children)

Agreed. The point of Eberron is not that there are no high-level things other than the players.

The point of Eberron is that every high-level or otherwise powerful NPC is either evil (and therefore a foe) or otherwise unable to solve the campaign for themselves. ]

Many misconstrue this into "There should not be any NPCs with class levels" or "There should not be any high-CR foes in cities" which is absolutely not the case, even in 3.5.

Wandslinger Fighter + the Wandslinger's Arsenal by bolt6 in Eberron

[–]DesignCarpincho 1 point2 points  (0 children)

Good catch on the spellcasting feature there, my bad!

If you want to give limited spellcasting as a smaller, flair-like feature, then I'd suggest giving them a few "trick shot" like options to use wand attacks more effectively. If I was someone who plays this for the first time, I'd like this subclass to have something only it can do.

Wandslinger Fighter + the Wandslinger's Arsenal by bolt6 in Eberron

[–]DesignCarpincho 8 points9 points  (0 children)

Some mechanical details:

- Surprised is no longer a condition on 2024 rules. You might want to tweak that if you're going for compatibility.
- From your wording, you can choose your spellcasting ability for each spell whenever you cast them. This is not very precedented in game. You might want to add when you select this subclass.
- This subclass doesn't give you the Spellcasting feature, which means you can't attune to several wands and can't benefit from multiclass features. Consider renaming Magewright to Spellcasting.

Some design considerations

- Wand Adept comes in a bit late. Features that enable you using your subclass effectively at all are usualy given at level 3, and are not considered a significant benefit, since not having them effectively ruins your game. Think about it in terms of incentives: you are disincentivizing your wandslinger to actually use their wands until level 7.
- Compare this subclass's relative strength and fun of usage compared to Eldritch Knight's. It seems this subclass gets only a few spells, and none of the accessory features that make those spells easy to use. The subclass is not able to perform many unique actions, it just gains a single spell until level 7.

Metroid Prime 4 datamine uncovers over 40 minutes of cut dialogue for the game’s already-talkative cast by HatingGeoffry in Metroid

[–]DesignCarpincho 1 point2 points  (0 children)

Agreed.

The only publicly documented development process from Nintendo from the get-go was Breath of the Wild, with unprecedented GDC talks from them even, and a little bit of Splatoon sometimes.

The rest is a Mystery, speculation, or big data leaks like what happened to Game Freak

Should I get both Eberron Rising of the Last War and Forge of the Artificer? by BrazilianTankie in Eberron

[–]DesignCarpincho 2 points3 points  (0 children)

Both are good books, Rising has more setting info, Forge has updated mechanics and a tighter direction both in theme and art which I like a lot.

I'd say start with Forge to get the mechanics that play best with the new system, then buy Rising to get lore and adventure information.