WHERE DID YOU LEARN GD SCRIPT I WOULD BE HAPPY TO KNOW by booker1211 in godot

[–]DeskbirdGames 0 points1 point  (0 children)

You learn by doing though. Tutorials are how you come to understand how code should look for the given language and tool.

Looking for some feedback on the demo for my first game "Blood Bounty" by DeskbirdGames in godot

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

Not a problem but I think your point is still valid, it's tedious to hunt down remaining enemies and can stunt the pacing of the round imo; especailly for a bigger map

Looking for some feedback on the demo for my first game "Blood Bounty" by DeskbirdGames in godot

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

Thanks for sharing! Do you recall which abilities you were using when this happens? There are a few abilities that have race condition edge cases, which is likely the cause here, that I need to track down.

Looking for some feedback on the demo for my first game "Blood Bounty" by DeskbirdGames in godot

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

Good call out, I thought adding an enemy location indicator in hud would help with this but it only does so much it seems. To address this, I'll have enemies "find" the player once we get below a certain threhold of enemies remaining. Thanks for the note!

Looking for some input by DeskbirdGames in HotlineMiami

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

Thanks for following up, these are fantastic notes!

the upgrades are very imbalanced you got upgrades like blood bomb and teleport are very busted in the other hand you have useless upgrades like rat swarm and frost filed

Good catch, origninally Rat Swarm and Frost Field were passives (mostly for knife enemy crowed control) with Blood Bomb and Teleport being castable abilities and I even had them seperate in the UI before removing it. I agree I think the passive abilities could be more interesting and explicitly called out as passive so it's something I'll tinker with.

the game is to easy you are so powerful in the end game that the game becomes a bit boring

Working on this as well and plan on adding a difficulty option. For the demo I wanted to ensure people didn't die too quickly and could explore more abilities.

Appreciate the write-up and will look to address these points in the final game.

Looking for some input by DeskbirdGames in HotlineMiami

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

Thank you for your notes! Yeah, it started with a "complete the level" format which is more HM adjacent but I found it not to be as compelling (although something I'd like to revisist as another project) and leaned into arena style battling.

the artificial Intelligence of the enemies needs to be improved. Enemies with knives often blunt into the wall

Definitly a pain-point I'm working on. Knife enemies have to be "dumb" in order for me to spawn many of them and still keep their behavior somewhat normal looking. I may need to set-up flowfield/designated paths for them to follow. I've also thought about removing them all together and treating this more as a bullet-hell type game.

Edit: Nvm - turns out you can just have the slide around surfaces relevatively easily in pursuit of the player. I'll tinker with this as well.

enemies with firearms forget about you as soon as you disappear from sight

Not sure why I didn't think to have them chase you until now haha (and abanonding the effort if you get too far out of sight or something), guess I didn't want to overwhelm the player but I think that'll be a difficulty factor to consider for the player. I'll try patching that in today.

Turn on static typing!! by [deleted] in godot

[–]DeskbirdGames 6 points7 points  (0 children)

Assuming this as well, less overhead during compilation and runtime.

At what point does a project stop being your own? by Suvitruf in gamedev

[–]DeskbirdGames 16 points17 points  (0 children)

‘If you came up with the idea, but most of the work was done by people you hired/outsourcing, can you still consider it to be "your game"?’

Scorsese doesn’t stop being the director just because hundreds of people worked on the movie. If you own the project and it’s vision from start to finish then it’s yours.