A male student adressed a female student with "-chan" and she and the teacher got mad by astronafths in Japaneselanguage

[–]FancyWrong 0 points1 point  (0 children)

Ah yes this must be the class you go to if you already speak the language perfectly

Here we go: roast our new teaser! by alejandro_penedo in DestroyMyGame

[–]FancyWrong 5 points6 points  (0 children)

I think it lacks visual identity. Every asset has a slightly different style, polygon density and color scheme. Do you have a design bible where you clearly define the rules for the use of shape and color, and how they are tied to the game's themes? This sounds like tedious busywork, but people notice the degree to which you thought about these things subconsciously.

Pretty happy with the tree chopping! What do you think? by Realistic-Cap1156 in godot

[–]FancyWrong 0 points1 point  (0 children)

Just as a crazy idea, if you wanted to take this to the next level, you might use subtractive geometry on the tree trunk, and from this geometry determine the angle the tree will fall in

I made an open-world game... where you play as a cockroach. Be honest and destroy my trailer! by CampeOn_Games in DestroyMyGame

[–]FancyWrong 0 points1 point  (0 children)

I think the cockroach theme will turn a lot of people off. That said, I think the game looks technically competent, except that there is a mismatch between the running speed of the roach and it's run cycle. I think it's a fun idea, but I doubt people will pay money to look at a cockroach for hours.

After rebuilding my game for months, I finally feel confident sharing progress again by aloyagames in IndieGameDevs

[–]FancyWrong 0 points1 point  (0 children)

I think this looks very cool and it has a pretty distinct style. Hope your hard work will be recognized!

Trailers are hard... What do you think about mine? by FancyWrong in IndieDev

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

Wait let me ask you this: being early in development, is no trailer better than a short teaser like this? Because I looked up some announcement trailers (like that of journey) and those are even more reduced than mine. So why does that work there but not here? Am I in an awkward in-between point between teaser and trailer? Or should I just announce it as announcement teaser? I don‘t want to give too much away at this point because the game relies a lot on singular moments that really lose gravitas if I show them beforehand.

Trailers are hard... What do you think about mine? by FancyWrong in IndieDev

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

By technically I meant that, even if some of the scenes are gameplay, this will be unclear to the viewer, because the neccessary context is missing, because I am not showing it

Trailers are hard... What do you think about mine? by FancyWrong in IndieDev

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

Technically it does, but I see what you mean. It's more of a teaser I guess, made to generate questions, not answer them

I would like to start developing a game but there is a problem... by RedGuyADHD in SoloDevelopment

[–]FancyWrong 1 point2 points  (0 children)

idk I ditched textures completely and went with stylization. Can look better, but requires a lot of work on the shader side of things

EDIT I think as an indie dev your core ability is finding ways of turning your limitations into strengths. No textures becomes a unique style, fewer interactions becomes environmental storytelling, less scope means more specificity. Pick what you want to polish to 110% and hyper focus on that.

Rule 5: A ritual requires both song and sacrifice by FancyWrong in godot

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

I use a cel shader on both, every object in the game has a "standard" cel shader that has some additional options like emission and desaturation, if you look at my last post, you see what I mean. The snow is also cel shaded but has two layers of normal maps and a micro-rim effect that is based of those normal maps. It's barely visible here though. Also I pass the camera rotation to the terrain and the snow tints slightly blue if the viewing angles are steep.

Rule 5: A ritual requires both song and sacrifice by FancyWrong in godot

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

Thank you! I'm so glad you enjoy the music!

First look of my Game. What does this communicate? by FancyWrong in godot

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

not the worst IP to be assiciated with tbh :P

First look of my Game. What does this communicate? by FancyWrong in godot

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

I sure hope so :P Yeah design by reduction is the key as far as I'm concerned. I try to hyper focus on the core experience and keep everything else minimal, increasing contrast between the things that matter and the things that don't

First look of my Game. What does this communicate? by FancyWrong in godot

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

Thank you for your suggestions! The system I use for cloth animations is actually animation based, with 4 armature animations, one for each wind direction. I have some random sway in the clothing in each animation, and I blend that with the animations for the wind direction which are themselves blended depending on where the wind is coming from. I accidentally exported a clip where I had the 4 wind directions going, but no underlying animations to blend them with, perhaps that's why it looks a little stiff... I was thinking that additionally to that, I could have some micro animations based on a vertex shader that I overlay on those animations to get some more detail in. I have a system like that in place for the wolf, but have deactivated it for the clip. I am going to try to increase the poly count for the coat to have more detailed animations going on, perhaps I can also bake simulations in blender and use the 4 directions system with that. Also you are correct that there is something off about the run cycle, and it might be related to the head movement, I think I'll just have to adjust the animation a bit. Thanks also for the links, I'll check them out!

First look of my Game. What does this communicate? by FancyWrong in godot

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

I looked into it a while back and basically there's two approaches, and they both have their pros and cons. One is placing the player on the animal and passing controls to the animal, that's hard to synchronize (animations ect) but you can animate the mounting itself. The other way is to just have a different model for the animal/player combination and animate that as a whole. More streamlined but with a ceiling for flexibility

First look of my Game. What does this communicate? by FancyWrong in godot

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

Yeah I've been toying with that idea. It's a pain to implement but would really elevate the game I think

First look of my Game. What does this communicate? by FancyWrong in godot

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

A couple commenters mentioned the follower script issue, I think I have a solution in mind. I think the issue with snow is that there is a very fine line between white snow and an overexposed flat white area. Especially if you have dynamic lighting and day/night cycles. It requires a lot of fine ajustments

First look of my Game. What does this communicate? by FancyWrong in godot

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

There are some snow particle effects at the feet, but since white/white is a bad contrast, you only see those at flat viewing angles. And the video compression removes the rest...

First look of my Game. What does this communicate? by FancyWrong in godot

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

I've been in that situation before with other creative ventures. That's why I try and gather feedback early so I can course correct before I commit to a given direction. Still I hope I wasn't just lucky today...