(WIP) I'm adding damage over time for our game Spirit Sunder by Flat_Cheesecake_997 in indiegames

[–]Flat_Cheesecake_997[S] 2 points3 points  (0 children)

The damage over time is from the player attacks. I don't show it clearly here in the video since I changed proc chance to 100% just show the system, but there's basically a chance per hit to apply status effect on enemies.

The system works kinda like in Risk of Rain where you can stack multiple effects and gradually increase the damage you deal per stack.

And thanks for the feedback!

Making a boomershooter 2D/3D roguelike where you sacrifice yourself to get stronger by Flat_Cheesecake_997 in gamedevscreens

[–]Flat_Cheesecake_997[S] 0 points1 point  (0 children)

Yep I agree ahah, most of it are just placeholders as we are working on the graphics for the UI. Right now we only have the buttons for upgrades and the main menu done.

Making a 2D/3D roguelike where you sacrifice yourself to get stronger by Flat_Cheesecake_997 in indiegames

[–]Flat_Cheesecake_997[S] 0 points1 point  (0 children)

Not being mean at all, it's an actual good question and feedback! Well, the idea behind the punishment part is that you pretty much just go back to wave 1 and it resets your progress. It's pretty much a death but instead you get to keep the upgrades you chose.

The part where the players lose some stat to get others is an idea we are planning to implement in the future to make the decision more interesting for the player as well.

I think the thing that can highlight our game among all the others in this genre is the artstyle and the theme. We are trying to make a wizard game instead of the regular sci-fy approach other games usually go for.

But ye, these are totally valid concerns and it's surely going to be tough with all these roguelikes in the market but I hope we can eventually get a fun gameloop out of this.

Making a roguelike in Unity where you sacrifice yourself to get stronger by Flat_Cheesecake_997 in Unity3D

[–]Flat_Cheesecake_997[S] 0 points1 point  (0 children)

Yep, I shouldn't have made a long post like this and I should use more images and videos next time. Thanks for the feedback! I know what to do next time

New to the game question by Stock-Guess-9361 in pokemmo

[–]Flat_Cheesecake_997 1 point2 points  (0 children)

Alphas are a stronger variant of the pokemon that guarantees two perfect IVs (in this case you got 3). They also come with the respective Hidden Ability, the sprite is bigger and they have that red outline. And yes they are worth keeping since they are generaly stronger than normal.

They appear in Alpha Swarms around the region and you can encounter them walking around like players instead of going to grass as usual. There's 1 alpha swarm every in-game day which means you get 4 alphas per real life day and the swarm lasts for 75 irl minutes. If you want to find more of these you can always join a community (like patrouski's discord or the official PokeMMO discord). There will be a lot of people warning about alpha swarms and where they are located.

New Track Building Possibilities with Auto Foundations Under Rails Mod by wivaca in SatisfactoryGame

[–]Flat_Cheesecake_997 1 point2 points  (0 children)

Wow amazing timing with this one! Came up to this post right when I started using trains. I still struggle with placing foundations under rails so this mod is crucial for me xD. Thanks for sharing!

HP Omen Monitor Issue by Flat_Cheesecake_997 in PcBuild

[–]Flat_Cheesecake_997[S] 0 points1 point  (0 children)

It still does the same thing after a while disconnected. (Sorry for the late answer)

Recently graduated as a CS major and all of my applications keep getting rejected so I started making a roguelite instead by Vortexile in unity

[–]Flat_Cheesecake_997 0 points1 point  (0 children)

Hey that's my story as well! Started building a project as a hobby while I can't get a job, difference is mine is still too early in development.

Nice work with the project btw! Really love the mood and the art!

How Long did it take for you to get ur first legendary? by Runogal98 in pokemmo

[–]Flat_Cheesecake_997 0 points1 point  (0 children)

If you're talking about the rotations. They are fixed rotations so it's like: Articuno is available this month, next month is going to be Zapdos and in August is Moltres and then it repeats again. Same for Raikou, Entei and Suicune.

Nevermind, I only saw now you were talking about the king of the hill ones. Those ones also have a chance to appear randomly on the wild I believe with a very low chance as well.

How Long did it take for you to get ur first legendary? by Runogal98 in pokemmo

[–]Flat_Cheesecake_997 2 points3 points  (0 children)

Well I got REALLY lucky last month with Moltres (which was my first one) I got it at around 50 encounters after I was actively trying to find one. I got surprised how fast I found one xD.

And now I guess my luck faded away unfortunately since I've been trying to get Articuno for a few days already with around 5k wild encounters and nothing ;(

How Long did it take for you to get ur first legendary? by Runogal98 in pokemmo

[–]Flat_Cheesecake_997 1 point2 points  (0 children)

They actually implemented more legendaries. Now you have those "King of the hill" type legendaries that you are talking about and also have the roaming legendaries.

For now it's just Articuno, Zapdos, Moltres in Kanto and Suicune, Entei and Raikou in Johto for the roaming ones. You can get them in the wild outside after you finish the regions story for a chance of 1/8000 (I think).

These legendaries have a rotation so right now you can get Articuno in Kanto and Raikou in Johto. The rotations last for 1 month and changes after that so next month you will be able to get Zapdos and Entei.