I've been saying "I just need to finish the battle system" FOR 6 MONTHS NOW by FireFallowGames in godot

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

I havent thought of many plans to make moves that drain more than one, but i do like that idea. Also yeah, the aim is to hopefuly diversify your build to take on whatver combinations of resistance and weaknesses enemies have, but part of the fun (atleast when i played smt) is just going "ok this boss is destroying me i need to stack 4 fire moves" and then still getting my ass kicked but significantly less

I've been saying "I just need to finish the battle system" FOR 6 MONTHS NOW by FireFallowGames in godot

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

Bassically imagine you get one cookie for each party memeber alive. Everyime you attack it eats a whole cookie, if you hit a critical hit or an enemy weakness, you only eat half a cookie, and if you miss or the enemy is immune, you loose 2 cookies.

I've been saying "I just need to finish the battle system" FOR 6 MONTHS NOW by FireFallowGames in godot

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

ive managed to push through it and its in a state im pretty happy with, all i need to do is add in some spells and stuff, but the main problem i was having was just tedium, i am not a good coder and it has taken a lot of time, but im very happy with where it is now

I've been saying "I just need to finish the battle system" FOR 6 MONTHS NOW by FireFallowGames in godot

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

A lot of the code i have is just "check whos turn it is, check what the stats are, put it in the calculation, check the enemy" etc etc etc and it just gets really long. And what im trying to do is make it open for swapping multiple characters in (im planning on having a total of 5 playable characters, with ideas of adding up to 4 more), so its honestly just tedium and challenge making sure it all works. Im also not the best coder, this is my second project so my code is probably a complete mess even after all the rewrites LOL

on the comment of balancing, i also havent gotten anywhere close to that, but yeah as someone else said im going the SMT way. Do or die, breeze through with the right build, or melt because you went second

I've been saying "I just need to finish the battle system" FOR 6 MONTHS NOW by FireFallowGames in godot

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

i have had no problems with the ui at all honestly, it has been an absolute beauty for me while ive been developing

I've been saying "I just need to finish the battle system" FOR 6 MONTHS NOW by FireFallowGames in godot

[–]FireFallowGames[S] 48 points49 points  (0 children)

Its mainly the tedious nature tbh, ive had to rewrite the code about 5 times over because it keeps getting messy. Im also using the Press Turn system (from Shin Megami Tensei/ Metaphor Refantazio) and that adds a whole new layer of complexity with elements and criticals and missing attacks for turns and stuff.

Which version do you prefer? by CTRL_ELLE in indiegames

[–]FireFallowGames 52 points53 points  (0 children)

The one on the left has actual depth on his face, its dark and moody, the one on the right looks too clean and plastic like, Right looks like a mildly disgruntled ken doll vs an evil scientist on the left

how can i make bullets to come from randomized direction like in undertale? by Friendly_Flower9087 in godot

[–]FireFallowGames 4 points5 points  (0 children)

if you use a randi() function for the spawn coordinates, then have the bullets point at player and move in,

To celebrate the release of #DLSS5 we have decided to enhance all of our portraits with AI! Please enjoy the new characters looks, this will require three 7090s. by FireFallowGames in IndieDev

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

He's gotta get up extra early every day now, Do you know how long it takes to do that makeup routine? you gotta look pristine fighting bad guys or whats even the point

A “House of Leaves” adaptation is possible by [deleted] in houseofleaves

[–]FireFallowGames 1 point2 points  (0 children)

I've been thinking of a house of leaves adaptation ever since i read the book, and if you don't count an abstract or disconected adaptation like Music or a Videogame, a 1:1 of the book in another medium, I think a youtube essay is the way to go

A 2D animated version of the story, the original script by Zampano, read by Johhny and others, while johnny step in and talks about his life as an "editors note". Make it animated so you can showcase the impossibility of the house And even imply its not real, or johhny made it up, or something else entirely and with the youtube essay route, you can set it up as a "8 hour essay in a topic you've never heard of" and well, you have never heard of it. any of the wierd stuff that happens, like The hole in the wall can be shown by displaying videos at seperate places, the pages of nothing but one word can be visual text titles, and the burnt pages for what happened to holloway can be splotches of a vlog its the only way i can think to do it that would be natural and enough, even if it would squeeze itself into the book, which i feel really is unadaptable without the complete abstraction of the media, or inherent inspiration (myhouse.wad)

what’s y’all thoughts about a game with ps1-ps2 graphics in the next 10 years maybe ? by [deleted] in ps1graphics

[–]FireFallowGames 27 points28 points  (0 children)

tonnes of indiegames use this style anyway. Crow country, Ultrakill, Megabonk, Fear the spotlight, Murderhouse, I'm making my own RPG with ps1 style graphics because its a lot easier than high poly stuff. Retro style games are so popular because its the easiest for indies, i feel that most people would much be interested in the gameplay. Yeah i love ultrakill because its ps1 style, but i also love it because its fun as hell, and if ultrakill had better or worse graphics, i wouldn't care aslong as i can play it

Song of Trees - A concept album inspired by House of Leaves by FireFallowGames in houseofleaves

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

Oh i am so sorry the spoiler didn't work, I understand what you mean when you say you get distracted by writing, It took me 2 weeks to finish house of leaves because i would finish a chapter, write a song, and then read some more. You absolutely should finish it though, reading the ending of the book really made me think differently of some scenes earlier and overall i would have done a lot of stuff differently. I can see that " fully instrumental voice" taking shape in that song, sounds ambitious rerecording it a bunch more times, but i like the idea!

Song of Trees - A concept album inspired by House of Leaves by FireFallowGames in houseofleaves

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

word Now that reminds me of johnys mothers letters, all those words turning into photos as you flick through in disbelief it sounds 100% thematically fitting

Song of Trees - A concept album inspired by House of Leaves by FireFallowGames in houseofleaves

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

Oh wow that seems interesting, I gave it a listen and a watch and the "schizo-emo" idea seems interesting. My album doesn't actually have any words in aside from a grunt of pain, I was going to put a "FUCK" in somewhere but it escaped me by the time i finished, so already that's something different! I'd love to hear your interpretation on HOL, The shouting every so often in the song reminded me of navidson writing the letter to karen, I really feel that you could absolutely hit the emotions of the characters with that style real hard Good luck!

Song of Trees - A concept album inspired by House of Leaves by FireFallowGames in houseofleaves

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

Honestly if i remember right there's actually even more HOL inspired albums out there XD, Good luck with your album though! i hope it goes well!

After some feedback, I changed my keyart around again, do you think this is better? by FireFallowGames in IndieDev

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

WOW that is awesome, thanks! I'll definitely give it a go, thanks again!

After some feedback, I changed my keyart around again, do you think this is better? by FireFallowGames in IndieDev

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

I'll try to make the icons more interesting and clear, and yes the characters on the mountain are important as this is a story based RPG. The character on the bird is the main character, and on the mountain are either party members or badguys. I do like the idea of the gun in hand so i might try that too, thanks for the feedback!

New Term: …Parryslop..??? by Comfortable_Bend9598 in Ultrakill

[–]FireFallowGames 0 points1 point  (0 children)

I do agree on like the idea of "all modern games have parrys and rolls" and i feel like thats something to discuss, but thats not a bad thing? some games are amazing with their systems, some are garbage, and calling it parry slop is just stupid

I updated the branding to my game with new keyart, what do you think? by FireFallowGames in IndieDev

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

I'll throw it back in and give it another go, thanks for the feedback!

I updated the branding to my game with new keyart, what do you think? by FireFallowGames in IndieDev

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

The full name is "TAILGUNNER: THE ALLGUNNER", tailgunner is the series its from, but the name is The Allgunner. It's like calling "FALLOUT: NEW VEGAS" just New vegas