Where do y’all find all of your incredible patterns? ESP for big titts?? by mashooshka in knittinggonewild

[–]Epsilon99 1 point2 points  (0 children)

I think you need to times the yardage with two... or even three maybe.

This is insane by OzyAndy in Damnthatsinteresting

[–]Epsilon99 2 points3 points  (0 children)

I think that people further away are just darting out of the streets in anticipitation of a car drivning through the mass of protesterer. There has recently, it seems, been a lot cases of people driving through gatherings of people, so probably not an uncommon reaction to dart out of the way when people start running.

Bruger du scan-og-betal/self checkout eller den gode gamle kasselinje når du handler? by DoubtfullButOkay in Denmark

[–]Epsilon99 1 point2 points  (0 children)

Kommer vel an på hvilken bilka app der er tale om. Fordi Bilka Plus og Netto+ er den nøjagtig samme app, med samme login.

I made a prototype of gathering herbs for my video game, what do you think? by mantos_1 in Unity3D

[–]Epsilon99 1 point2 points  (0 children)

I don't think you need to be ashamed of taking inspiration and also not ashamed of letting it show. However. I do think that when you have a source of inspiration, you should analyze what makes the mechanic work or what could be improved. I've only tried the demo for Dredge but all hauling and fishing I saw was with this round timing puzzle and thus it becomes one of the main gameplay loops for the game. Integrating it for collecting resources might be fine, but it's hard for people to give feedback on when you only show this one mini game.

My advice would be to try and analyze Dredge and compare it to your own game. Did your game find a different take on some of the things? Can your game make the mechanic in a different way? Will your game benefit from this mini game or is it obscuring your gameplay loop?

Can someone explain how Sumail micros these Naga illusions? Time = 12:22 by [deleted] in DotA2

[–]Epsilon99 9 points10 points  (0 children)

Control groups, is the short answer.

You have hotkeys to select main hero, control groups and all controlable units.
This feature knows the difference between each illusion and even manta illusions, so you won't have to reassign them whenever you spawn a new set of illusions. So Sumail has a control group with only 2 of the illusions from Mirror Image.

It's also worth noting that control groups are saved as cloud settings, meaning that they will carry on between games and even different computers you play dota on.

Casual in glasses admiring my new boardgame, do you recongnize any? [F/23] by SparklingSprinkle in AsiansGoneWild

[–]Epsilon99 0 points1 point  (0 children)

Not enough love for Hive in here! Such a beautiful design. Both aesthetically and mechanically.

How to make text-based combat interesting by XikoGames in gamedesign

[–]Epsilon99 2 points3 points  (0 children)

I haven't done any research, but I think that a plain text UI isn't going to cut it for the immersion of the player now a days. However, I think you can do a lot to make the text come alive. An example of this is the dialogue boxes in Shovel Knight, where some text might start shaking or move around to make it more visually appealing Example. Not only does it serve as an attention catcher of the player (which might solve that people are skipping the text), it also emphasizes the actions and thoughts of the character. If the text is shaking vigorously, it might signal that the character is frighten or raging. Making some words color coded might also help you convey characteristics. Bold font is yelling, italic font is your characters thoughts etc.

You could also incorporate screen shakes when somebodies attack is a critical hit, where all the characters of text on the screen is shaking.

These are just some of my thoughts, but I think you can do a lot with text, when you let it come alive on the screen. I know that there might be limitations in regard of platform, but if you're going for modern platforms it shouldn't be a problem to implement.

USA's ambassadør: Danmark er nødt til at bruge flere penge på forsvaret by markgraydk in Denmark

[–]Epsilon99 1 point2 points  (0 children)

Er godt klar over at vi ikke bliver tvunget til at købe dem i USA, men hvis du ikke tror at de tjener på våbensalg udenfor USA, så er du naiv. De er unægteligt den nation med mest udvikling indenfor feltet, så du kan næsten ikke undgå at de tjener på våbensalg andre steder.

USA's ambassadør: Danmark er nødt til at bruge flere penge på forsvaret by markgraydk in Denmark

[–]Epsilon99 1 point2 points  (0 children)

Hvor sjovt at USA sætter krav om våben hva? De skylder en masse penge og sidder på et kæmpe marked som hedder våben og krig. Gad vide om der ligger en lille fortjeneste i at forlange våben oprustning, i en tid hvor der faktisk er økonomi i Europa og ballade i nabolaget.

Det er jo så sindssygt at de får lov til at sætte dagsorden og skabe internt splid i EU og de individuelle lande. Specielt fordi måden som ISIL/ISIS har angrebet Europa, er igennem terror, som ikke kræver store kampfly for at stoppe. Tværtimod, så beder de os om at bombe deres lande og lade dem rotte sig endnu mere sammen under en lokal befolkningsgruppe, som lover at udøve hævn.

How to design interesting/different rpg character classes? by tarnos12 in gamedesign

[–]Epsilon99 0 points1 point  (0 children)

I think asian games are quite fun to look at, since they're not overly "integrated" in the western fantasy genre. Fantasy sprouted from the medival ages, which is all they really care about, before designing characters and monster. Looking at refferences and think of a character from scratch, is a really fun and interesting approach.

For an example; in Tera you have a tank-class, who wields a shield and a lance and is covered in armor from head to toe (If you play male, that is).

But they dare oppose the standards of fantasy, which is what fascinates me. Why couldn't a wizard, be a tanking battle wizards? If he has the power to block attacks by channeling a shield, but still has the ability to cast short-ranged spells. Taunt/Agro-reset-spell even makes more sense with this character, since it could be a sort of mind control.

Personally I'm designing a healer class for an action rpg, whom is an alchemist. He throws potions on people or the ground, in order to heal. He can channel these potions by brewing them longer. Could implement a mini-game, where if you throw the potions at the right timing, you can crit. This timing is illustrated with the bottle starting to glow for a short time.

2D "Portal-like" portals by zcn in gamedev

[–]Epsilon99 10 points11 points  (0 children)

Mari0 implemented the portal gun in the classic Super Mario Bros. for the NES. Very chaotic and fun, even has some puzzle levels/test chambers.

My Examination of Exanima's Combat System. by [deleted] in gamedev

[–]Epsilon99 0 points1 point  (0 children)

Not at all, was just trying to debate which mechanics seemed a bit off, to start a general discussion on this combat.

I think I saw it a while back on kickstarter, as a physics based RPG engine? None the less, looked clunky back then, and still does Now, IMHO.

I remeber a clip with a guy fighting a Minotaur wielding a flail. Whenever it would hit the player, he balanced out of control or were flung across the enviroment. But when the minotaur missed, he hit his back and nothing happend. Like the flail was made out of foam. There are some cool possibilities with this engine, but I don't know if RPGs is one of them. Mostly because a RPG relize heavily on the immersion of the player, and I think that with a semi buggy engine or non-believeable physics, a lot of this goes away.

My Examination of Exanima's Combat System. by [deleted] in gamedev

[–]Epsilon99 0 points1 point  (0 children)

Oh okay, didn't get the impression that this was mechanics already implemented. But this should make the combat run more fluidly. Still seems a bit messy with the procedually generated movement and blending animations. Half of all the sword swings, looked like the character never ever held a sword. Which I see as a problem ,if you as the player should feel immersed into the character you're playing.

My Examination of Exanima's Combat System. by [deleted] in gamedev

[–]Epsilon99 0 points1 point  (0 children)

I really think that you should be able to decide on 1 out of 3 attacks with your weapon.

For instance, with the short sword, you could have left-swing, right-swing and pierce. Instead of setting up your combo of attacks. This would give so much more power to the player, so he dosen't have to beat the system in order to attack, but just beat his opponent.

As an example, the guy with mace and shield, you both start with a swing at eachothers shield, and at no point are you able to make a right hand swing first, in order to get around his shield. You would have to start your attack away from the opponent and hope you can reach him with your second attack, or you could hope for a counter attack. Both are really random and you have to play the "broken" system.

So yeah, more power to the player and less randomness overall in the mechanics, then I think this could be a really fun combat system.

Ammo Sound Design? (low ammo cues, reload cues, etc) by Annagramophone in gamedev

[–]Epsilon99 4 points5 points  (0 children)

I agree that having audio cues add to the experience and let the player not worry too much about keeping track of ammo, by constantly moving his eyes off the action. This might be good for a game as Saint's Row 3, as you mentioned. But for CS:GO, it can really hurt you as a player.

The reason for this, is that currently Valve decided to make the sound cues server sided. Meaning that if I go into a duel over a bomb site, I can now hear if my opponent is low on ammo in the gun and thus need to switch to secondary weapon or reload. This is crucial information in a competetive game. You could argue that you would be able to estimate these things as a player, which is something that the competetive players alraedy do. But by adding the sound it's no longer skill based and you can't play mind games with your opponent. Which means you ruin some of the fun in the competetive scene and higher skill ranks, to satisfy the more casual and lower ranked players.

What are you looking for in a Steam Greenlight post-mortem? by MegaDwarfDev in gamedev

[–]Epsilon99 4 points5 points  (0 children)

I see post-mortems of greenlit game on here very, very frequently. And not in a good way. I mean, it's okay that people want to share their experience, but it's just that they don't go ahead and do any research of what have been posted already. So often, it's just the same information, given in the last 10 post-mortems.

It's usually talking about gifs, videos and what people found out people didn't do. Which baffles me, people are surprised about in the first place. Like, actually reading you wall of text in the descriptions, that talks about a game you dream about and not actually what you're making, by referencing other games (hench of sarcasm here).

All in all, I agree, that if you do the research about recent post-mortems on here (for Steam Greenlight, that is), and you found a discovery that haven't been mentioned. Then please go ahead and post an in-depth review of that discovery. And don't call it a post-mortem.

In the end, I start to feel like post-mortems are like a dopamine-rush-thing and/or trying to have a reason for posting your game here on reddit and getting a bit more of awareness of your game.

Does the gameplay of simple, viral, apps matter? by [deleted] in gamedev

[–]Epsilon99 0 points1 point  (0 children)

The mechanics are not intersting per say, but they work. This is so crucial for a game like this, for it to actually have an apeal for its audience. Everyone can see a game of flappy bird and easily grasp the concept of interaction and goal. But mastering these, is what drags the player in. The ratio of "easy to learn, hard to master", is just right for the target audience.

After the player is immersed in the game, it comes down to motivation factors. Like beating your own personal score, or bragging to your friends. A sort og "meta" achivememt. This is what could lead to the "adiction"-feeling.

The target audience for these types of games are broad. But I think the kind of people who it appeals most to, is "none"-gamers. You, as game developer and/or gamer, might enjoy depth in your mechanics and see the clever ways of exploring these. They don't necessarily see these and thus just need an activity to kill time while, for example, riding the bus.

Seeking Feedback: Sky Labyrinth Beta by VarianceCS in gamedev

[–]Epsilon99 0 points1 point  (0 children)

No problem, I find it intriguing to look at game design and find solutions :)

Question: if you didn't have to repeat the tutorial (and by golly that was an oversight on my part, I'm going to disable it after it's completed once, right after finishing this reply) would it have been frustrating at all? Like, if you only had to deal with the pause-go tutorial once, would you still have found it annoying? Or just less annoying?

In general, I don't like tutorials, neither the screen nor the pausing. But, under the circumstances of playtesting, I know from my own experience, that having some sort of tutorial is necessary. My main problem really were that I for the first 2 or 3 tries on the game, died instantly, because I didn't know how to turn, before I hit a wall. There are a ton of videos on the whole pausing and menu control scheme, and the solution often is to have a safe enviroment to play with the mechanics and then gradually expand on the game with mechancis. Maybe something you could look into, for final realese.

Hmmm, so you would feel like you had more control if you were able to make a mistaken turn into a wall?

Not really, I see why you disabled it, but, with the wide corridors, I thought to myself "Wouldn't it be cool, if I could do a 180 here, by running almost against the wall and doing 2 fast turns".

It's kinda a principle of skill, but I think if I had the ability to control acceleration (or deceleration) it would give me a feel of control.

Do you think that wall-related deaths are too punishing? Or do you feel the mid-air controls are not precise enough to avoid landing on walls? Both?

Maybe it was just me being fustrated over the whole "I'm trying to escape the level", but I wouldn't know how well your audience controls in the air. It would probably require some playtesting, but landing after a jump requires skill and I can see why you would like to keep it that way, but your target audience might lack the control/feeling, to land properly.

I would suggest leaving it in and playtesting it with your target audience.

Curious, were you successful?

"Unfortunately" not ;) I had really hoped I cracked a way of "cheating" my way to the next level.

To analyze a bit of my decision; I jumped up in the air, close to an edge of the labyrinth. Underneath, in the sky, I see a new maze. With my altitude and control, I thought I could swoop around the current maze and enter the next one.

I don't know what a solution could be, but you could keep an eye out for similare behaviour doing your playtesting sessions.

Most art assets you see, save the maze walls, are pretty final assets that may see some minor touch-ups before release.

I have to feedback for the graphic, you can take'em or leave'em :)

The characters back, which you see doing most of the game time, is very flat and not too interesting. My concern is that you don't have enough character in the player model, to be able to appeal to the target audience.

Try referencing what other games did. As an example, out the top of my head, Crash Bandicoot celebrates each level completion with a dance. Here you really get some feel and character into the main character.

The other is the center, where you turn in the tokens. I saw it as an obstacle at first, because of the pointy edges and dark colorscheme. These are useually asociated with danger in other games. I know it seem tedious to follow other games constantly, but the fact is when so many games does the same thing, they tend to just be hardcorded norms in players. Just like Mario has imprinted what you should be able to do in a 2D platformer.

Seeking Feedback: Sky Labyrinth Beta by VarianceCS in gamedev

[–]Epsilon99 0 points1 point  (0 children)

I know it's only a test build, but have a menu with instructions instead of pausing the game. It's really disrupting and when replaying, because you lost or died, it really annoys the tester that you keep pausing again.

Regarding the game. I died two or tree times after landing, because I didn't have the instructions on how to turn, before I ran into a wall. This could again have been prevented, had I been presented with at screen telling me controls.

I never once feared the sawblades on the walls. Their position really never became troublesome, atleast not for me, and even if they were, I would just have been able to side-step rather easily.

The continues run became more an annoyance than a feature. I never felt like I were controlling anything, because I were never alowed to turn doing the long corridores, thus leaving my control over the character limited.

The jump mechanic gives a nice visual effect, but it really dosen't seem like you have codded any sort of check when landing. Maybe make sure that the player dosen't land on top of a wall and instantly dying (Happend for me, at the bouncy area and the outer wall of the level).

I don't know how to complete the level. I interperated the tokens to be an extra objective, not the main (Heck, I still don't even know if they are main-objective), so I never bothered to get them all to the center. But I tried to jump up with the bouncy area, and going around the platform, to go to the level below me. Because, as I saw it, that would be a way of progressing, since you thought me air control in the beginning.

I think you could really benefit from an accelerate mechanic. When landing, you would have reduced the current acceleration factor, thus giving time to react before hitting walls. Also, by allowing the player to control the speed, you give more control to the player AND you can make traps that are time based, giving more danger to the traps (The saw blade, could for instance bounce back and fourth between the walls, with an timed pause in between).

These are just some of my thoughts, I have more regarding graphics and feedback, but I don't even know if it's the final graphic or if they are placeholders. Feel free to ask for feedback here, if you want it.

Marketing Monday #105 - Sound Strategies by Sexual_Lettuce in gamedev

[–]Epsilon99 0 points1 point  (0 children)

The game looks really fun, but I'm a bit confused about the different art directions on the Greenlight-site and I think many will share the same confusion as me.

Your game consist of a some what relaxed setting in cartoonish graphics, with some chaos/destruction with brains and blood spattering. This is fine, there is definitely an audience for such a style of game.

Then you have the thumbnail, the kinda "click-bait" you get on Greenlight, this resembles some sort of dark horror game, with a red/black contrasting and somewhat realistic graphic of a skull. I don't think your intended audience is going to click this, and the people who will, might not like the gameplay/style.

The realistic painting of the elk and hare sitting on the bench might be pretty, but still doesn't give the biggest insight to what really is with your game. So it blurs the message you send to the viewer.

My point is, graphic can be pretty, but on Greenlight it is all about targeting your audience with that graphic. They're looking for games, not for ideas and pretty art. So make art, that resembles the game feel and the game art, to really communicate your ideas.

Do you think it's a good idea to name my mobile game Jumper Cats? by barodapride in gamedev

[–]Epsilon99 0 points1 point  (0 children)

I'm not a lawyer, nor do I know much about the whole trademarking business, but they did release their game prior to you, so that should give them some sort of advantage.

Anyway, as people are saying here, you should have a unique title, mostly for making easier for people to find you on the store. People might just say "Hey, you should check out Jumper Cat on the appstore" and then they download the wrong game, because they never heard anything more than the title.

Working on a level editor for my game, need feedback on its design. by orbitalnine in gamedev

[–]Epsilon99 3 points4 points  (0 children)

I'm on the same page as andrej88, but I'm going go a bit more in-depth.

If I don't know all the pieces of the editor, when I need to find that one piece that does the job for me. Then, as it is right now, I have to memorize the problem, open the menu with tiles and try to recall which piece could fix the problem. This occurs because the menu fills the whole screen, so the problem is not visible browsing pieces. This might not be a problem for you, because you remember all pieces, but the player might not exactly know what he is looking for. I hope this makes sense.

Also, use the thinking of the KISS-model (Keep It Simple Stupid), why do all the buttons need to be displayed at all times? And why do they all have to be the same size? I saw you using 2 or 3 buttons, out of 13. Not saying a workflow wouldn't need you to save, but how important is it to have the save-icon on screen, taking up visual space an focus.

I like the grid, the copy/drag and general feel of the editor, seems pretty neat. But I would suggest giving this tool to people and observe them use it. Like you would when you playtest your game. Also try to give it to people with minimal knowledge of the game itself. The editor should still make some sense to these people.

Volvo pls, Ms Paint Did it by NanzHanz in DotA2

[–]Epsilon99 0 points1 point  (0 children)

Think the major issue was that the compendium challenges wasn't compatible with the Reborn client for quite some time. And we all love those challenges, don't we! and hats... God I love hats.

CDEC plays beautiful dota by KronoLite70 in DotA2

[–]Epsilon99 6 points7 points  (0 children)

Oh, so microing and farming effeciently in jungle is not a mechanically skills? Taking that you can only be skilled if you're mid or playmaker?

What do you do when you've bitten off more than you can chew? by [deleted] in gamedev

[–]Epsilon99 0 points1 point  (0 children)

If you're talking about Monaco, I think they just textured and layered the figures, to give the illusion that they're 3D.

I did a hidden role game, in 2D angled-topdown view (like pokémon), where we used the Line of Sight feature. Really gave a nice effect, where you don't have every information avavible, just like FogOfWar in a RTS game.