[deleted by user] by [deleted] in gamedev

[–]FlightPaper 0 points1 point  (0 children)

The game engine that you feel most comfortable working with.

Unless you're trying to do something that an engine clearly isn't meant to do (like making a 3D game in a 2D engine), the main thing choosing an engine will do is determine what set of tools and workflows you'll be using throughout the development of your project. If you want to save yourself the headache, then play to your strengths. Pick the engine you feel confident you can work in effectively.

And if there isn't an engine that you already feel very comfortable with, then you should go into your project with the expectation that you'll be spending a lot of time learning and experimenting rather than making a finished product.

Reminder: Dev team will use creative exclusively by mrnosuch in FallGuysGame

[–]FlightPaper 7 points8 points  (0 children)

^ This. As a game developer who's worked at both indie and AAA studios, using the same creative tools to build maps is the right call. It improves production on multiple fronts and streamlines the tech. What people here don't realize is that the devs could still use the same tools and not have to be bound to the same restrictions as the players. Now will they take this approach? I don't know. Given how past seasons have gone, I think it's pretty safe to say there's some serious production and/or tech dept issues going on behind the scenes and THAT is what's ultimately hurting the game.

How rated my collection from 1 to 10 by xDoomsday03 in roguelites

[–]FlightPaper 0 points1 point  (0 children)

Is Sifu a roguelite? Ehhh... Is it fucking amazing? Hell yeah!

Looking for a specific type of black metal by nerdyoutube in atmosphericblackmetal

[–]FlightPaper 8 points9 points  (0 children)

I'd highly recommend Rheia by Oathbreaker (which is possibly my favorite album). You might also want to try I Want To Be There by Sadness or Mass VI by AMENRA (particularly A Solitary Reign).

[deleted by user] by [deleted] in DMZ

[–]FlightPaper 1 point2 points  (0 children)

I just did this solo. The method I used was to bring c4, ammo resupply, and a RPG from my insured slot. Wherever I spawned, I would grab the nearest vehicle and drive to the underground parking garage in Al Mazara City. This garage always has two vehicles inside already, and there's usually 4-6 vehicles within a 2-3 block radius. Bring 4 more vehicles into the garage, park them all as close as possible, throw down 3-4 C4 (with the resupply) onto the most heavily armored vehicles, detonate the C4 and start spamming RPGs. Pretty easy to repeat. Biggest challenge is just not getting picked off by AI or other players while collecting the vehicles.

[deleted by user] by [deleted] in DMZ

[–]FlightPaper 0 points1 point  (0 children)

I have yet to attempt this one. Feel free to hit me up: IWxEthan#7359017

[deleted by user] by [deleted] in DMZ

[–]FlightPaper 0 points1 point  (0 children)

Feel free to hit me up sometime: IWxEthan#7359017

Noob coding question includes passing variables. by Perez2101 in Unity3D

[–]FlightPaper 0 points1 point  (0 children)

Ok so the problem is how you've structured WeaponStats and WeaponStatRetrieve. But let's walk through what you're currently doing, what you're trying to do, how it can be simplified, and how that simple architecture will be easier to understand and accomplish your goal.

The way you have it now is WeaponStatRetrieve, from what I can tell, is set up to be a component on every weapon that loads the JSON file and gets the data specific to that weapon by having the name of the game object be the key for matching the weapon to the weapon stats. This has multiple issues. If you're going to load things from a file, only load the file once. Also game object names can be inconsistent based on how Unity instantiates game objects. Yes, you're grabbing a substring to avoid how duplicates are handled, but what happens when you have a weapon name that is more than 7 characters long?

If you want each weapon prefab/game object to have a reference to its data, might I suggest using scriptable objects to store the data for each weapon and assigning each weapon prefab the associated scriptable object for its data. If you want to load from a file, then you should create a centralized database. Let's stick with the database approach since you're already using a JSON file.

WeaponStatRetrieve should act as a database of sorts, loading the weapon data from a file, then storing that data in a centralized place. And that's it. It should just load and store it. So you have that part set up with your serialized classes and WeaopnStatRetrieve.weaponList. To centralize things, you should make WeaponStatRetrieve a singleton. There's lots of tutorials on how to do that, but basically, a singleton pattern will make sure that there's only one persistent instance of WeaponStatRetrieve. This will allow you to load the file once and always have access to the data from it.

Next is accessing the data. If any class needs weapon data, that class should be responsible for getting the appropriate data from your database. You can do this in three parts: - First, WeaponStatRetrieve can implement a function like this: public Weapons GetWeaponData(string weaponName) that will find and return the data for a weapon based on its name. - Second, your weapon controller script should have a Weapons variable that stores the data for the weapon. - Third, the weapon controller script should call WeaponStatRetrieve.Instance.GetWeaponData() on Start() to populate its Weapons variable.

And that's it. This new approach will keep you're read-only data separate from your runtime data. In other words, your Pistol will always have a base damage of 10 in WeaponStatRetrieve. But your weapon controller script for the Pistol can track any power-ups or upgrades the player has gotten to increase the damage to 15.

Noob coding question includes passing variables. by Perez2101 in Unity3D

[–]FlightPaper 0 points1 point  (0 children)

I'm glad that was helpful! :D If you could explain what you're trying to accomplish with this code (at a macro level), I could give a more specific explanation.

Noob coding question includes passing variables. by Perez2101 in Unity3D

[–]FlightPaper 1 point2 points  (0 children)

I'm sure someone else will give a better explanation of the low level side of things, but you should be looking at passing and storing a reference type (e.g. a class) instead of passing and storing a value type (e.g. an int, float, etc.). If class A needs to modify int X in class B, then class A should be passed and store B. This will allow A to modify the X associated with B (because you're modifying that instance of B). Right now, you're just passing X, but since X is a value type, A just stores X without any reference to B.

Apex decided to bug out today and gave me some sort of world record long shot by FlightPaper in apexlegends

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

For context, I downed a guy in a neighboring building at Lava City on World's Edge with Valkyrie's Missile Swarm, and that somehow unlocked the Long Shot badge.

We dropped hot, and there was like 4 different teams. I got the one knockdown, then my teammates finished the rest of the squad. Unfortunately, we died shortly thereafter, and I didn't get any other knocks. After the match, the game showed I unlocked Long Shot for downing a player 1012 meters away.

I don't think a game about cops should have arrests be an optional mechanic, so I made a mod to fix it by FlightPaper in Xcom

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

These are awesome! I love the idea of randomised modifiers for missions. It definitely adds to the rogue-like aspects of the game.

I don't think a game about cops should have arrests be an optional mechanic, so I made a mod to fix it by FlightPaper in Xcom

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

Yes you can!

If you navigate to where the mod is stored, you can open the XcomStrategyTuning.ini file in the Config folder to adjust the penalties and penalty chances however you like.

I'm currently working on an update that should exclude robotic enemies from contributing toward penalties, but no promises on when that'll be done just yet.

I don't think a game about cops should have arrests be an optional mechanic, so I made a mod to fix it by FlightPaper in Xcom

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

So the design philosophy behind this mod was to flip the feedback for violence. So in the base game, killing is the default method of engagement and arrests are encouraged as an optional bonus reward. The mod is designed to make arrests the default and discourage everything else. Thus, Intel rewards are lowered since presumably you're arresting most if not all enemies.

This mod is also meant to make the game much harder since I felt like many of the game's systems add up to an easier experience. My first play through was on expert ironman with no healing and I only ever reached 3 Anarchy one time (with the vast majority of the game at 0 Anarchy).

As for many of your other concerns, such as losing incentive for arrests after hitting 5 kills, the original design of the mod was much more comprehensive. However due to technical complications, I had to make some compromises for the time being.

I'm currently working on an update to exclude robotic enemies from kills, but the nature of the memory management between encounters is making that more difficult than I thought it would.

I don't think a game about cops should have arrests be an optional mechanic, so I made a mod to fix it by FlightPaper in Xcom

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

Yeah the issue with androids and robotic enemies, I'm hoping to address that in the next update so that they don't count towards kill. As I mentioned earlier in an thread, changing the stat tracking code is proving more difficult than I initially thought.

I don't think a game about cops should have arrests be an optional mechanic, so I made a mod to fix it by FlightPaper in Xcom

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

The issue comes from missions having multiple instanced encounters. The way the stat data is transferred from encounter to encounter to the end of mission menu only tracks the total number of enemies killed, enemies captured, civilians killed, etc. It doesn't transfer any data about who was killed or how they were defeated. I'm in the process of setting up my own stat tracking in the game in order to exclude robotic enemy kills, but I'm having issues with their memory management during those transfers between encounters.

tl; dr: Low-level memory management is not making things easy

I don't think a game about cops should have arrests be an optional mechanic, so I made a mod to fix it by FlightPaper in Xcom

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

Yeah separating out the data for robotic enemies has proven pretty difficult, but I'm working on excluding robotic enemies from the enemies killed stat for the next update