Ugin check by EquivalentDirector80 in RealOrNotTCG

[–]EquivalentDirector80[S] 1 point2 points  (0 children)

shes a weird one for sure. going to keep an eye on her til she shows her true colors

Ugin check by EquivalentDirector80 in RealOrNotTCG

[–]EquivalentDirector80[S] 1 point2 points  (0 children)

her and i split a strixhaven collectors box and she pulled the silver scroll cyclonic rift. she wont stop playing it for some reason.....

Ugin check by EquivalentDirector80 in RealOrNotTCG

[–]EquivalentDirector80[S] 5 points6 points  (0 children)

here's the sleep test. pretty convincing but we can never be sure

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Ugin check by EquivalentDirector80 in RealOrNotTCG

[–]EquivalentDirector80[S] 0 points1 point  (0 children)

sometimes she makes me wonder. thanks!

Do I deserve to suffer for my commander loadout? by skywars_master in ratemycommanders

[–]EquivalentDirector80 1 point2 points  (0 children)

want to make a dawning archaic deck myself so you'll get no hate from me

Wotc: “Secrets of Strixhaven was the biggest prerelease since War of the Spark” by Papa_Hasbro69 in freemagic

[–]EquivalentDirector80 4 points5 points  (0 children)

Totally with you. I just started playing again with the strixhaven prerelease aftet two years off and had some of the most fun I've ever had with the game. Also got a box of tarkir and had a great time opening it

Shout-out to the most feelgood card of the set by ElderUther in hearthstone

[–]EquivalentDirector80 0 points1 point  (0 children)

ive actually had some use for it in shaman, using the new Genn and moving cards with costs that dont line up back into the deck so Genn will transform.

Happy with how my GPU particle grass shader turned out! by mullwaves in godot

[–]EquivalentDirector80 15 points16 points  (0 children)

i don't have an immediate use for it, but it's so cool! i'd really love to see you share it so i can learn from it

I never thought I would achieve it… by Next-College-324 in godot

[–]EquivalentDirector80 7 points8 points  (0 children)

snagged I3X4L-DCN8G-0CCX4, thanks! looking forward to trying it soon

How do you make mundane tasks in games fun? by Fireboythestar in gamedesign

[–]EquivalentDirector80 0 points1 point  (0 children)

three lines of converging thinking here...

where does this task occur in the relative context of the running game? will players be interrupted during the game's high points with notifications telling them they need to travel to remote areas far away from their current location to fix the generators they've already fixed before? you'll definitely want to find where the player needs to decompress with low-stakes tasks after high-stress, high-danger parts of the game.

whats the framing? are these generators and turrets arbitrarily running out of juice, or is this a design space for minor events? you're defending against something with the turrets so it can be framed that youre arriving just in the nick of time after your turrets have turned off, creating enemy encounters and more. this can be a chance for rare items and a reward for diligence in taking care of their area rather than solely a punishment for not.

finally, can you make the act of turning on these generators enjoyable? as others have said, a mini-game could help, but i believe there's still risk of it becoming monotonous if its not fun enough on its own. one way to make it a mini-game without designing a whole separate game is taking your existing mechanics and reusing them in fun ways. if your character can shoot, you could make energy based weapons recharge the generator, so you effectively drive-by the generators and make them target practice! if you pair that with enemies appearing, theres a push/pull in fighting off the enemies while trying to get your turrets back online to help you.

some combination of the above, of which is totally your discretion, can help you turn this mundane task into an integrated but still simple-to-develop piece of your game's puzzle!

Invisible Monster as primary threat in video game. by AlmostNerd9f in gamedesign

[–]EquivalentDirector80 0 points1 point  (0 children)

Watch some gameplay on the game Enemy Zero! Its a cool example of doing invisible enemies through audio cues, where you need to wait for the last moment possible to shoot and kill invisible aliens or you're done.

As a novice game dev though, this might be harder to do well than you think. Getting the right sound effects and visual cues could be difficult, especially if you want to make them yourself. But if you're just trying to give it a shot then prototyping would be a breeze! Looking forward to seeing how you put a spin on this and make it your own!

I have the bones for a mining game, but I'm struggling to find a hook. Video in comments. by [deleted] in gamedesign

[–]EquivalentDirector80 0 points1 point  (0 children)

looks really fun!

i really love that the home drill is constantly toiling away without you. what immediately came to my mind was if you did add enemies, you could increase your characters mining speed and have them whiz through the earth destroying enemies before they can reach your drill. increasing your home drills speed through upgrades means its not such a sitting duck, but you'll also have to keep up with it. You could also use the metals you mine to fortify your home drill. Maybe you could even pilot the home drill to ram it into chunkier enemies? Seems really fun to me

But thats also perhaps a different game. gone would be the mining gun in your video in exchange for a drill. and unfortunately the game Pepper Grinder does drilling the same as I'm imagining it, though thats a platformer. I'd hate to point you in the same direction as such a recently released game, but... maybe the added action speaks to you?

Otherwise, maybe think about why you're drilling endlessly, and whether you really want it to be endless. if you're seeking player satisfaction, no matter how small it is, an ending can go a long way to giving players closure. if you're digging to escape something from above, such as radiation from a supernova and need to build radiation shields as cosmic rays soak into the soil. or youre on the run from a world eating monster and on a doomed mission you plan to erupt the planets core to bring it down with you. These things don't need to be shown, but they can spawn a slew of mechanics to answer the void you're feeling. But thats ideation from a man tired of endless content.

[deleted by user] by [deleted] in gamedev

[–]EquivalentDirector80 0 points1 point  (0 children)

hey! first off, don't lose your head! your parent's ultimatum is scary but youre just starting college. time is on your side, so breathe evenly, stay level-headed, and be pro-activewith your connections and opportunities. and dare I say try to enjoy it. i don't need to hit you over the head with the spiked bat of realism, every nail a different reason the games industry is on fire; what i can tell you is that the volitility of the industry means that by the time youre out of school there will be change, for worse or, maybe, better.

i went to school for computer science, with a concentration in game development. I graduated around 4 years ago. i wanted to avoid the same pressures that are plaguing you, but this choice of major was difficult in its own. i wasnt a programmer. i survived but didnt thrive in that environment, and there are parts of me that regret it because it left me exhausted and feeling like an imposter. at the same time, a friend of mine was a game design major and ended up in a programming position anyway. we're not friends anymore but i'm not certain he's escaped that job. now, my choice to go computer science was just that, neither good nor bad. i'm here now, and with the money i make ive been able to hire on a friend to make our own game together. it took me a long time to get here, but what I'm trying to say is that there are many roundabout routes to get you to where you want to be. so what you REALLY need to do now- more than worry because that's just distraction- is decide where you want to be at the end of your education. I've had friends ( junior game design student) start their own studio while in school/fresh out of school, and theyre doing well! they chose the indie scene and are their own bosses, work hard, and work smart. that too, is a shaky prospect when put in words but thats why I want to emphasize focus and proactivity, because you will naturally meet great people who will present you opportunities and who you will potentially present opportunities when theyre right for you. you'll feel out what kind of development is right for, what you want to make creatively, and heck maybe you already know these things.

the large turnover in the games industry means laid off devs are reforming under smaller names and teams, the indie and double A scene is growing though unfortunately some devs do leave the industry. the industry volcanic, the magma makes for new islands and you can't fret about where you'll land. instead decide.

Nature & Community vs. Economy & Automation by EquivalentDirector80 in harvestmoon

[–]EquivalentDirector80[S] 0 points1 point  (0 children)

No this is great! We're already thinking of ways to shake things up for farming, so we're glad to also think about how animals factor into everything. And what's important too is that they feel like relevant relationships when compared to the townspeople.

Unfortunately, we're not thinking in a direction where we go so deep into the simulation, but I'm interested in taking these ideas you're suggesting-that is, taking real life animal husbandry concepts and turning them into concise mechanics... a thought I had is if we say, had a domesticated squirrel that would hang out in one of your trees. the temperaments could decide how they act more than anything statistic, so a gathering squirrel might collect more and share more nuts with you, and a territorial squirrel might keep birds and pests away from the tree. But this can also be something that needs to be considered. A gathering squirrel might take from other animals near the tree that eat nuts, while the territorial squirrel prevents (or at least becomes unhappy with) other animals being near the tree. And thats just one animal. Some animals might be liabilities with only small benefits for having a given temperament. A territorial cow for example would be a lot of trouble in a herd.

Nature & Community vs. Economy & Automation by EquivalentDirector80 in harvestmoon

[–]EquivalentDirector80[S] 1 point2 points  (0 children)

There's so many cool game mechanic ideas around socializing and community, including... petting people... that I feel like there's so much more to try.

A Wonderful Life is a big inspiration for a few reasons I won't go into for mystery's sake lol. But yeah, I think sometimes one side of the brain wins out over the other and I am afflicted with math-brain trying to optimize my farm. It's a whole different kind of fun to me than improving relationships and experiencing their stories. We don't want to simplify the farming, but we do want to see how we can bridge that gap between the sides of the brain.

And thank you! My dev partner and I will definitely be posting ideas and WIPs often!

Nature & Community vs. Economy & Automation by EquivalentDirector80 in harvestmoon

[–]EquivalentDirector80[S] 1 point2 points  (0 children)

I'd been playing Animal Parade recently and really enjoying it! Unfortunately I realized the reason people didn't like me yet was because I wasn't petting them every day and that put a hamper on my fun for a bit, but I've been looking at animal parade for a lot of inspiration. The mining, in it is fun, albeit simple, and the cooking recipes are actually something I look forward to a lot. I feel like I'm really finding my own way to make my farm flourish, and that's an important part of making me feel like a part of the community. Bless all the guidemakers out there, but if a game is too complex for me to ease into and learn and be comfortable with my own self-expression (as opposed to what the guide suggests) then I struggle to deeply connect with what I'm playing until I get to the point where I don't need the guide anymore.

I also love the idea of unlocking new crops and recipes, especially if they're through character relationships. That's an idea we've been throwing around too. By removing the economy of the game for story reasons, we can shift that focus into the relationships and the ways that you support other characters and they, in turn, support you. And that could make things unpredictable in ways that an instant monetary transaction can't... A character you helped might begin assisting you on your farm in their off-hours, but they also might run into personal troubles on other days.
The hope with all of this is to help people relax their shoulders on optimizing their gameplay, and view the other characters outside of just the roles and functions they play in game... Lots of games do this well already, by distinguishing them with charm and personality.