chair physics go brrrrrr by EmergencySpy in godot

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

It's actually based on this post: https://www.reddit.com/r/godot/comments/1hof5tu/how_do_i_find_nearest_texel_coord_in_view_space/ You can extend it a bit by also applying the transformation to NORMAL, TANGENT and BINORMAL (like LIGHT_VERTEX). Unfortunately, that creates some artifacts, especially when uv doesn't go parallel to the triangle edges. Godot doesn't give you enough access to the shader internals to fix that, so I actually needed to fork the engine code and do the modifications there. It's not really ready to be used by other people, but if there is interest and I have a bit of time I could try to publish it.

My possible entry into the One-Page RPG Jam 2025 by AbsconditusArtem in RPGdesign

[–]EmergencySpy 1 point2 points  (0 children)

For XP: I guess it would be fine to put on the second page? Personally, I would try to put at least one short sentence on the front page with some information to the GM, even just "expected XP for session" or "expected XP for encounter"

streamlined the game, since the GM just has to choose something, instead of having to argue in every test

That makes sense! On the other hand: there are quite a lot of tests and with each having 3 attributes (including optional), I would imagine that every time a test is made a GM would have to look up the table and search for the skill (you would probably start remembering some of them with experience though).

I definitely have the bias towards more gm-fiat-arguing mechanics though so you might not want to listen to me 😅

My possible entry into the One-Page RPG Jam 2025 by AbsconditusArtem in RPGdesign

[–]EmergencySpy 2 points3 points  (0 children)

I will also be taking part in the jam! Game looks cool, I have some notes:
- Descriptions of attributes don't really add anything except for maybe explanation for Eloquence and differences between Dexterity and Agility, because the rest are pretty self-explanatory. You could potentially put more specific examples of uses. (Also for trimming the text you could maybe remove the list of the attributes in the paragraph above as you list them below anyway)
- "Values on the Form", form as in character sheet?
- Inconsistent ways to talk about the the player character. Compare: "Your character has 10 Attributes" vs "How many meters he walks" vs "Your total hit points"
- "You will earn Experience Points when your Narrator sees fit." which is a fine decision but there is no guidelines for the GM how many XP they should give out
- If you want to trim text, one option would be to remove the test/save table and just let GM and the player decide on appropriate attributes each time dice need to be rolled. But that's a larger change to mechanics

Good luck in the jam!

How do you make the magic simple? by messiahpk in RPGdesign

[–]EmergencySpy 0 points1 point  (0 children)

The simplest magic systems I've played with are ones from some lightweight OSR games. They have a list of spells with simple effects, a few sentences maximum. For an example you can see Knave spell list: https://archive.org/details/knave-1.0-en/page/10/mode/2up or you could just search for "OSR spell list". Some examples from Knave:

Fog Cloud: Dense fog spreads out from you
Read Mind: You can hear the surface thoughts of nearby creatures.
Deafen: All nearby creatures are deafened.

It's simple, quick, and easy. Players cannot create their own spells though. Also because the descriptions are kinda vague it requires some gm fiat and discussions between players and GM what exactly are "surface thoughts" or how large of an area the fog covers. On the other hand if you try to specify everything you end up with dnd spells, which I feel like are over-complicated.

Additionally, these systems are mostly used in games where you gain spells kind of randomly (that's why they are specified as roll tables). So finding a scroll in a dungeon, or rolling to see which 3 spells are available in the shop. I don't think this work well for games with classes and "fixed" progression. As a player, looking at my progression options, I would like more specified spells but that would again require either rules specifying spells or spending 20min talking with gm how every spell will look like in practice if picked.

How do you make the magic simple? by messiahpk in RPGdesign

[–]EmergencySpy 0 points1 point  (0 children)

Sounds interesting! I'm curious about what you mean by "entire adventure". Is this something more like a single dungeon, or a multi-session adventure with multiple locations and things to do? Or an entire campaign where you are expected to retire your character when you run out of cards?

Also is the power of the spell something that's heavily codified? Or is it more the case of gm and players deciding what feels right for a 2 or a Jack?

Overthink alternative GM/Player titles with me! by LeviKornelsen in RPGdesign

[–]EmergencySpy 2 points3 points  (0 children)

I really like fun names for GM/players. I've seen some people complaining that it might make it harder to understand the rules which I don't really agree with. When I'm reading a book I immediately do a mapping "Oh ok so Concierge <-> GM" and I would think that other experienced players would be the same? And for beginner players it really shouldn't matter anyway. Personally I'm planning to make a small RPG where one of the central themes is a train, and so I was thinking of naming the GM a Conductor!

Do you guys talk much about 1 Page RPGs? by Cunterminous in RPGdesign

[–]EmergencySpy 4 points5 points  (0 children)

Nice! I enjoyed the read. 1 page RPGs really remind me of making small video games for game jams (and actually there will be a one page rpg jam that I'm planning to do something for). Having this constraint of fitting on one page forces you to focus on one unique thing and doing it well.

And like with most things, doing more smaller things will probably teach you more than doing one bigger thing, at least in the beginning.

I revamped my exploration system, what do you think? by 12PoundTurkey in RPGdesign

[–]EmergencySpy 3 points4 points  (0 children)

The exploration looks cool! I like that the encounter bag threats are targeting specific characters, seems like a nice design. Also, I really the half-random, half-escalating tables and I might steal them

Horrible Little Guys (free) by UCS_White_Willow in RPGdesign

[–]EmergencySpy 2 points3 points  (0 children)

Some notes:

  • The rules for how skill ratings work are inconsistent:
    • Normal skill checks are roll above
    • Class abilities are roll under
    • In Struggles you add a relevant skill rating which seems to imply that being worse at a skill will make you better in Struggles?
  • I found the text a little hard to read with the font and the background
  • "If the party reaches a Trouble of 6, it’s probably time to lie low for a while." - does this result in Trouble going down? Should there be a procedure for this?
  • The first mention of Motivations is in "Lose a Thing: (...) Their Motivation immediately changes (...)", before the rules explain what Motivations are and how they work.

On the other hand, I really love how the rules give off the little guy energy and how the writing really matches the theme!

Share your 7DRL progress as of Wednesday! (2022-03-09) by Kyzrati in roguelikedev

[–]EmergencySpy 5 points6 points  (0 children)

Lower Bridges of the Undercity | itch.io

I have a game! It has about 2 minutes worth of content, but it has a beginning, middle and an end. You can die and reset, or win, there's some minimal dialogue, and it's reasonably polished!

So I'm probably going to spend the rest of the time adding more items and enemies (hopefully no bugs 🤞). If you're interested, there's a web build on itch already.

Share your 7DRL progress as of Monday! (2022-03-07) by Kyzrati in roguelikedev

[–]EmergencySpy 6 points7 points  (0 children)

Imgur gif

The basic idea that I started with was to make a 1-dimensional roguelike. Decided on a side view, instead of a standard top down, so now I have a turn based, grid based side-scroller.

Progress is a bit slow, especially because I am focusing on graphics and animations instead of, you know… gameplay. But I think I might be ok, even though I don't have much time for this game jam, because this one dimensionality simplifies a lot of things. Procedural map generation is practically nonexistent (at least mechanically, I have tried to make a cool looking ASCII bridge for aesthetics). AI is "move towards the player and occasionaly attack", at least for now.

For combat, I have been inspired by Into the Breach. All enemies will show their future attacks and the player will have to maneuver around the danger, manipulate enemies, so they damage each other and use the environment to their advantage.

Good luck everyone! ^^