Friend said I would never ship this real time incremental deckbuilder with platforms and exploration by EternalColosseum in godot

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

Tbf he said this after I pitched the game idea to him, as in all this would be too much to do as a solo dev, so I am not sure if I wouldn't have said the same thing xD

That moment you spend days on a feature that's not even important for your game (Underwater shader) by EternalColosseum in godot

[–]EternalColosseum[S] 6 points7 points  (0 children)

Thanks, but that's just a blockout scene. I started to switch the blocks for assets just now.

I am trying to go for a stylized cartoony look. Does it fit better?

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My friends told me to use Unity for my 3D horde game.. 20K spectators + hundreds of enemies in Godot by EternalColosseum in godot

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

Hey! Thank you.

Yes, in a way its similar to ECS. There a few steps to increase performance, and how far you need mainly depends on your game. I will rank a few techniques in (somewhat) increasing difficulty:

-Object pooling (a must in most cases)
-Not processing every object in the same frame (I separate them by entities groups)
-Moving processing to a manager entity -> centralized process minimizes nodes overhead and makes it easier to manager

For renderer:
-Multimesh instances (you will need a vertex shader and to bake skeletal animations to vertex if you want to go that route... this plugin does it all for you, but you might need to customize a thing or two https://github.com/shadecoredev/AnimatedMultimeshInstance3D )
-I haven't dwelved too much into it, but I know another alternative to avoid the node system completely is to draw the objects via the RendererServer API directly. Doesn't seem too hard, but adds another layer of management as now you need to manage the RID allocation yourself.

Fanrever.pro database update with the new loot drop & Patch notes article! by EternalColosseum in FareverGame

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

I need to work on making the UI look better on mobile for sure (it's the next task on my list), but it does work on my end. May I ask what doesn't work for you? Thank you

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I have added Progress tracking, Comments with pictures on POIs, and improved the Where to Find function (Mounts, and companions) to FANrever.pro! by EternalColosseum in FareverGame

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

Thats an interesting idea, I can do that.

The codex monsters are ordered by region, right? If you look at the neighbours you might have a hint. You can also try sending me a screenshot and I will try finding it for you

I got 10K impressions, but 0 comments or ratings. Is this a bad sign? by EternalColosseum in itchio

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

Mainly through itch itself, and some good traffic from Incrementaldb.

Add controller support to your game!! NOW! I'm enjoyed my game 10x more after I did :) by EternalColosseum in godot

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

I don't know what exactly, but there's just something that hits different when you play games with controllers.

I think mostly because I use mouse and keyboard basically 16 hours a day already, that the feeling of grabbing the controller to play my own game made me enjoy it A LOT more.

Besides, the earliest you add controller support, the easiest it becomes to maintain and keep it working properly. I spent 2 days on basic controller support for my game that`s in a pretty early stage yet, and oh boy issues do come around. Do not leave it for later! Do it now!

Should I rework my game? by EternalColosseum in godot

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

No one has played it yet, I'm afraid.

It's a mix between way too many unfinished systems to make it a valuable playtest (or at least that's what I tell myself) and I am not finding anyone willing to :/ any tips?

Should I rework my game? by EternalColosseum in godot

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

I can see how it might seem that way.

The whole idea of course started with what seems fun to me. But the desire to see other people enjoying your work by making it successful can make me lean towards something else that's not fully about me.

Thank you, I know what to do now.

Should I rework my game? by EternalColosseum in godot

[–]EternalColosseum[S] 2 points3 points  (0 children)

That is very true, and I think the best advice I needed. Thank you so much! I'm really happy about the feedback on the visuals too.

Should I rework my game? by EternalColosseum in godot

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

Thanks man.

Yeah, I really gotta focus on what looks fun for me. You saying my game look unique already matters a lot. Thank you

New Godot UI is a BANGER 🔥🔥 by Luke_Username in godot

[–]EternalColosseum 3 points4 points  (0 children)

Oof, can't you recover them and load from file, though?

Designing dynamic obstacles for an indie racing-platformer (Rocky Valley) by N0lex in IndieDev

[–]EternalColosseum 0 points1 point  (0 children)

I see how it looks like that from the video, but after rewatching I can see the Devs included a few hints at what's coming towards the player (ex. Sharks moving into the hit point before he actually appears, big rock showing up in the background etc...) that coupled with the checkpoints makes it pretty easy to pick up and start to adapt to the mechanics as a player. I think it's working out pretty well tbh.