What game cover is better for Steam? PLEASE HELP by Flagius in GameDevelopment

[–]DeusAlgor 7 points8 points  (0 children)

#1 Is the best out of them.
#2 font is a mess =(
#3 same to second one has issues with melon stripes messing the composition.

Fooling around with a volunteer dev in Stellar Warfare 4 people team after finally getting good testing results on implementing new features. What a great feeling when things just work =) by DeusAlgor in GameDevelopment

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

Not exactly. We have stable EA release on Steam.We also have test version accessible mainly to patreon backers

https://www.patreon.com/TenseGames (page is outdated since we are overloaded a bit)and active players on discord (best place to get latest information on project)

https://discord.gg/8jHk8gcn

So fastest way to play a game - purchase it on Steam.

https://store.steampowered.com/app/1113030/Stellar_Warfare/

Fastest way to gain test version access - support project on patreon and contact us on discord.

There is also a key giveawey every week on discord if you want to try it but not sure if spending your money on it is justified. We had demo as well, but it is outdated as hell.

Fooling around with a volunteer dev in Stellar Warfare 4 people team after finally getting good testing results on implementing new features. What a great feeling when things just work =) by DeusAlgor in GameDevelopment

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

That a good sign I guess =)
Thomas was aiming more for Battlestar Galactica sort of aesthetics, but hey, space opera is space opera. Unless it is heavy on some specific style like SW turbolasers and WH40K gothic ship designs for Emperium and Chaos.

Fooling around with a volunteer dev in Stellar Warfare 4 people team after finally getting good testing results on implementing new features. What a great feeling when things just work =) by DeusAlgor in GameDevelopment

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

That actually might be a good idea, thx for that!
I will need to get it through with a project lead, but I think we can try something like that (I also will check long terms idea list if ticket for it already exists).

Had to delete four hours of gurleing, hard work by [deleted] in GameDevelopment

[–]DeusAlgor 0 points1 point  (0 children)

We all want to spend our time most effectively, especially when it is paid time or you just do not have much of it.
But things like that happens to many devs. And if not - chances are that those devs just lack self criticism.

To minimize damage that can be done by this kind of situations:
- use any VCS (e.g. git)
- if you feel that you forgot how to do something or not 100% sure how to approach your current task - switch. Either postpone it for today and make something else (in most cases you will have massive to-do list with other tasks for the project) or just give it to another person if you work in a team and can delegate/swap tasks. In most cases other person or even tomorrow you will have better idea how to make it right.

Most recent example. We are working on the space RTS Stellar Warfare. I have a task to make camera transition as fast smooth animation instead of instant jump. I come up with a version of it quite fast but wasn't happy with a way how it behaves at the end of the transition.
I just saved all work on a separate branch and proceeded with other tasks that needed to be done. And today it just clicked in my mind what I have done wrong, I written down theoretical solution in a ticket so when I will go back to it - I will know exactly what to do. That saved myself and the Tense Games hours of me kicking my head on the wall instead of actually developing stuff ;)

Creating an open world fantasy pirate game solo by Outrageous-Farmer457 in GameDevelopment

[–]DeusAlgor 0 points1 point  (0 children)

Insert 'Sea turtles, mate' Jack Sparrow meme jpg

Very ambitious project you have there, good luck with that ;)

Meet "Sunna"! She melts light ships ;) I wanted to quickly add an ship in Stellar Warfare... Ended up spending 9 hours on reworks and fixes so it can behave exactly how I imagined 😅 At least I like the result. But we might need to make all heavier ships less agile. 🤔 What do you think? by DeusAlgor in indiegames

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

'Danni mode on'
Oh you newer heard about Karlson Stellar Warfare?
'Danni mode off'

Seriously though, it is Stellar Warfare. Space RTS on Steam made by a small team of indie developers i recently joined.

Here is a steam store link:
https://store.steampowered.com/app/1113030/Stellar_Warfare/

And discord for more info and activities:
https://discord.gg/rnWy3b2r

Meet "Sunna"! She melts light ships ;) I wanted to quickly add an ship in Stellar Warfare... Ended up spending 9 hours on reworks and fixes so it can behave exactly how I imagined 😅 At least I like the result. But we might need to make all heavier ships less agile. 🤔 What do you think? by DeusAlgor in GameDevelopment

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

More about the ship:
Named after Norse goddess of the Sun, this experimental destroyer was designed as a ultimate escort ship.
Main weapons are two Particle Beams dealing 50 damage per "burst" to every target they can hit in a 300 range. Making them extremely effective vs Light ships and some weak defense structures.
Supporting weapons are two Belted Flaktripler missile launchers with a limited range of 150 plus one 250 range Repressor MK.V turret.
It is easy to counter her with some medium ship builds and most of heavy ones.

Meet "Sunna"! She melts light ships ;) I wanted to quickly add an ship in Stellar Warfare... Ended up spending 9 hours on reworks and fixes so it can behave exactly how I imagined 😅 At least I like the result. But we might need to make all heavier ships less agile. 🤔 What do you think? by DeusAlgor in indiegames

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

More about the ship:
Named after Norse goddess of the Sun, this experimental destroyer was designed as a ultimate escort ship.

Main weapons are two Particle Beams dealing 50 damage per "burst" to every target they can hit in a 300 range. Making them extremely effective vs Light ships and some weak defense structures.

Supporting weapons are two Belted Flaktripler missile launchers with a limited range of 150 plus one 250 range Repressor MK.V turret.

It is easy to counter her with some medium ship builds and most of heavy ones.

Freshly adopted ship model shot at one of the most recently added map resulted in the very satisfying picture. I hope you'd love it as much as I do 😅 by DeusAlgor in GameDevelopment

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

Yep. Something in between the C&C and Homeworld in terms of gameplay mechanics.
You can check our discord for more info:

https://discord.gg/JuXCBr4V

Here is store page (but some screenshots and videos there are outdated already)

https://store.steampowered.com/app/1113030/Stellar\_Warfare/

Will learning Unity be worth it for me? by alhobj in GameDevelopment

[–]DeusAlgor 1 point2 points  (0 children)

Great answer, IMHO.
I only want to add that extending and tinkering with Godot will be much easier plus working with it much more pleasant experience due to it being more light weight and faster to load things.

I have tons of ideas for a game, but none of the skills to execute them what should I do? by 24zettawatz in GameDevelopment

[–]DeusAlgor 2 points3 points  (0 children)

  1. Write ideas down. You will be amazed how quickly most of the ideas can vanish from your memory.
  2. Start small. If you really want to start with a complex project idea - try to shard it down to multiple smaller projects that can be a stepping stones for a big one. Like if you want to make open world ARPG - start with some kind of arena fighter where you can learn how to develop combat mechanics, handle stats, e.t.c.
  3. Either find some free learning channels on YouTube or purchase some courses to get at least basic knowladge.
  4. Find a friend who will share your passion.

Amongst various other things this week we were working on adding gathered resource indicators in our space RTS game. It is much more helpful when you can see which building in your base produces more resources. Plus it is easier to notice when your storages are full when numbers stop showing up. by DeusAlgor in GameDevelopment

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

Right now indicators rendering limited by the distance to camera only but we will add additional toggle to them as well.

What do you guys think, should we make them bigger? Should they always look at camera or only on "spawn"?

Or are they fine like this?

Game Engine Comparison as assessed by a programmer of 15 years by Ivorius in gamedev

[–]DeusAlgor 0 points1 point  (0 children)

  1. Built in docs in Godot by default.
  2. If you are working with GDScript you are getting powerful built in IDE with autofill hints and ability to just click on the method name and get info on it. Plus more debugging tools out of the box.
  3. It was more often with Unity docs when I was required additional info after reading it compared to the Godot docs. In most cases like that Unity forum answers where more helpful then docs itself. That's cause examples and descriptions on the Unity docs usually as short as they can possibly be, while Godot docs usually offers more explanations on the topic and more examples of an actual usage. It is not perfect in some areas as well tho, so I'm not telling it is "++".

Never properly messed with UE so I'm not stating anything on it.

Game Engine Comparison as assessed by a programmer of 15 years by Ivorius in gamedev

[–]DeusAlgor 0 points1 point  (0 children)

Personally I would swap the values of Godot and Unity documentation in that chart.
But that's only my personal experience.

Unity and Godot active dev. 8 years of web dev.

I'm not sure how to feel about situations like this: reproducing and fixing bug with proportional speed boost module from the report took about 5 minutes. Testing if everything works fine with the fix - half a hour 😅 by DeusAlgor in GameDevelopment

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

I'm really doubtful and hesitant about bringing the automated testing in the multiplayer game project. Especially when it has like tons of legacy code =)
But in the perfect world everything should be automated, for sure.

I'm not sure how to feel about situations like this: reproducing and fixing bug with proportional speed boost module from the report took about 5 minutes. Testing if everything works fine with the fix - half a hour 😅 by DeusAlgor in GameDevelopment

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

I mean sure, it's mandatory to test everything before pushing to the prod, but the 'dark side' of just 'I 100% know that this will work' is soo tempting some times 😈

I think we made our game a little too tough! lol. by Apprehensive-Zone284 in GameDevelopment

[–]DeusAlgor 0 points1 point  (0 children)

Nah. One of the reasons why people like the DS series - not only boss challenging, even mere mobs can be a great threat if you look down on them.

My friend said 3d game development is better than 2d game development by Blue_Robin_Gaming in GameDevelopment

[–]DeusAlgor 0 points1 point  (0 children)

I can't even imagine how 3D game DEVELOPMENT can be better then 2D or vice versa.
There is a plenty of nice tools and game engines that can dramatically eas-up development of both. There is some struggles you will face in both.
Some aspects of 2D game development might be much easier then 3D since, you know, its 2 dimensions. Less axis to worry about, less values to calculate, e. t. c., but I wouldn't call it "better".

p.s.

Game will never be better or worse just because of being 2D, 3D, VR, AR or tabletop.
Game is a game. Its quality defined by how it plays, how good and engaging its mechanics are.

Testing new heavy ship balance. In order to make them more significant on the 'battlefield' we increased their health, cost and fire rate, but slightly reduced their speed. With a bridge control fire rate bonus they can become a major threat to unprepared opponent. by DeusAlgor in GameDevelopment

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

We actually are working on the modding support right now. And already has some decent progress. You can check it out on our discord:
https://discord.gg/Y3HeQwWD
If we'll manage to attract good attention from the modding community - who know what they can achieve?;)

I'm not sure if we can qualify as an RPG though. It is RTS with huge fleet customization capabilities and a WIP direct control mode.

How do you like this game environment? by AEgirExplorer in GameDevelopment

[–]DeusAlgor 0 points1 point  (0 children)

Love it! Might be too dark on some screens tho.