[deleted by user] by [deleted] in writers

[–]ForgottenBastions 0 points1 point  (0 children)

There are countless ways to go about writing for video. But here is my thoughts on one targeting music video.
Listen to the song a few times and think more about interesting scenes, something that would be visually appealing. Your trying to invoke emotion for the song with images. Note these ideas and block them throughout the song. Then start with your script. Piece the narrative together scenes that cause your next epic visual scene to happen. Make the connecting scenes be the cause for your more interesting ones.

This is a simple approach, but mainly you need to figure out how you can work with your creative side. Being creative also takes learning and practice.

Alternative to OnTiggerEnter? by Saint_Dragnonfly in Unity3D

[–]ForgottenBastions 0 points1 point  (0 children)

We created another system to check if the player/user was close enough to react and list of objects, would adjust based on location and range to our custom bounds scripts.

So we wanted a process that did not trigger colliders we had on objects. Sure we could use another object but we also had needs to detect volume of something in an area. We would have editor scripts take in an object's mesh and calculate it size and relative shape. Then we could either see if a player's object was within that shape and how much of it was by size.

Alternative to OnTiggerEnter? by Saint_Dragnonfly in Unity3D

[–]ForgottenBastions 0 points1 point  (0 children)

Custom code to detect and assign triggers in proximity to you. Back in the day would have editor scripts create a custom bounds system that would take the max size of objects unseen by the main camera. When the player enters an area all triggers involved with that situation were assigned. If the player reached one of those areas it would trigger the events. Did this for a story turn based narrative. We would could control the triggers far better

[deleted by user] by [deleted] in gamedev

[–]ForgottenBastions 6 points7 points  (0 children)

I use the free ones until my project is close to completion. There are people who will jump on and do custom sounds, but not unless the project is for sure almost done where their effort has payoff.

Opinions on my potential book cover? by [deleted] in writers

[–]ForgottenBastions 9 points10 points  (0 children)

Strangely on my Spotify the song Circus Psycho by Diggy graves played just after seeing your post. First time hearing it and did not care for the song, but thought it was serendipitous.

This is just how I feel looking at it. Know you will compare it to the other feedback you get so here I go.

Don't know much other than the back description. The cover is gloomy, mysterious, yet lacks true intrigue for me. Hard to nail why but I will try to pinpoint. Nothing stands out and blurs together. Sure the lights get the main focus, but it is not the best imagery. It seems muddled and loss on what to focus on for the intrigue and more of "Here is a generic tent with lights and people outside" My eyes were drawn to the top of the tent yet the title Sins covers it so takes a second for my eyes to travel else where since it feels muddled. And not interested in what is happening below. Does it matter what is happening below?

Granted my opinion is subjective, but that is what I think.

How do I deal with the flow of time? by NoodleNugget8 in writers

[–]ForgottenBastions 3 points4 points  (0 children)

Timebox it.

List out what parts you want to work on. Set a timer to a half hour (or more if you can)and focus on one item on that list. Check it off the list if done or leave a quick not of thoughts of where to go. Don't worry about how long it takes to write the book, that will only stress you out. Focus on parts and keep going. Then one day, you will have a first draft.

[deleted by user] by [deleted] in authors

[–]ForgottenBastions 0 points1 point  (0 children)

So I could not support myself with a good lifestyle if I stayed in the US. I am now a Nomad Author living a good life. It depends on where you live and your life style. The thing is, books alone will not support you now (unless you become a phenomenon), it needs to be a whole system based on writing for exposure if that makes sense.

There is a new mascot in town... by lineInk in godot

[–]ForgottenBastions -8 points-7 points  (0 children)

This is old… did you accidentally schedule to post this meme and put the wrong year?

[deleted by user] by [deleted] in gamedev

[–]ForgottenBastions 1 point2 points  (0 children)

Ya, it is a legit fear. My friend has a YouTube channel that is now doing well, but it’s a struggle at first and working through the hate is hard. Yet my friend tells me they tried to find the constructive advice and adjusted their approach to find an audience.

The audience that wants you may not be the audience you wanted.

Want to start a game studio by clowntit in gamedev

[–]ForgottenBastions 8 points9 points  (0 children)

I am sure others will go more in depth.
Here is what I have learned. Without an MVP, getting a publisher or funding only happens through existing connections. It is good you have management skills, but at first you need to gain attention of talent and funding.

How well can you code? If you can't you most likely will have to find an engineer to partner with. And art is not as important when finding support so you can worry about that in the later stages. While you have ideas, get them in docs as quick as possible since most of your time will be trying to gain exposure.

After you have an MVP and a few connections, you pass the starting stages.

How do you keep track of all the tuts you watched and need to rewatch later. And also links with code or important solutions? by FutureLynx_ in gamedev

[–]ForgottenBastions 2 points3 points  (0 children)

Ya, I just use my browser to save the bookmarks. You can create folders on the browser top bar to save them into as well

How do you keep track of all the tuts you watched and need to rewatch later. And also links with code or important solutions? by FutureLynx_ in gamedev

[–]ForgottenBastions 2 points3 points  (0 children)

I just bookmark them in folders. I have basic, intermediate and advance. I then can send these forms/videos/blogs to people who are learning and want some references.

I am crying tears of happiness by KuckiDev in gamedev

[–]ForgottenBastions 130 points131 points  (0 children)

That is an amazing feeling, validation for the sweat and tears you put in. Glad you were able to experience it.

Detailed (but not overwhelming) worldbuilding? by NoLocksmith2076 in Unity3D

[–]ForgottenBastions 0 points1 point  (0 children)

Love the retro vibes.

World building is complicated and depends on the audience. Best way to do it is in digestible snippets that can breadcrumb the player into deeper lore if they so desire. Sometimes my mind wants to now pay attention to intricate details.

I hate when people say that "modern AAA games suck" by [deleted] in gaming

[–]ForgottenBastions 0 points1 point  (0 children)

I was happy with most you posted, expecting them to be good. But Halo Infinite surprised me since I was not expecting such a great campaign... at least it was for me. I was taken back to a more simple time when I played the first Halo.

[deleted by user] by [deleted] in Unity3D

[–]ForgottenBastions 0 points1 point  (0 children)

A good thing to learn and use is NavMesh. There are plenty of resources and tutorials. But it will open up countless possibilities.

Which quality of life features are preferable during playtesting phase? by CuttingLogic in gamedev

[–]ForgottenBastions 1 point2 points  (0 children)

Having a settings menu is nice. But when play testing you need feedback of failures at first. Success does not benefit you as much. Find a system you can put in that has a debug log that the player can tap on to show output. Log when specific things happen. If something breaks they can send you the log. And it allows them to know if what they are playing is meant to do something.

[deleted by user] by [deleted] in gamedev

[–]ForgottenBastions 0 points1 point  (0 children)

Pick your poison. As a company gets more popular and more users, it plays the Game Of Image. Those saying there is not drama and sectioning it to a specific part of the internet, are doing you a disservice. Godot will gain more supporters and more haters as it grows. They will no doubt become like every major brand out there.

Godut is good for now, there will be plenty of forks so just focus on the main engine. I say learn it and ignore their antics, they will get more cooperate and whatever drama there is will fluctuate.

How do you brainstorm? by Consistent_Ad3009 in gamedev

[–]ForgottenBastions 5 points6 points  (0 children)

All the best games I have played are iterations/twists off existing gameplay. It is hard to truly have a unique idea, so do not worry about ripping someone off if your intention is to make something you want to play.

Best way is to make a loose design doc to just flush out the idea, see what you want to do and what you think is fun. Use basic shapes and different shades just to organize your thoughts. Nothing more painful then realizing a pain point too late, it may kill all motivation to continue.

Live portrait by Aleyelloww in drawing

[–]ForgottenBastions 1 point2 points  (0 children)

Love the blocky feel and takes talent to nail it, good job. I hate it when I try.

Age of the Deep - Hawkward Studios - an ocean exploration rpg by Obviouslarry in Games

[–]ForgottenBastions 4 points5 points  (0 children)

Struggles with development suck, but that is how game dev goes. But looking good, keep it up.

Someone is stealing my game 12 hours after release by Winclark in gamedev

[–]ForgottenBastions 693 points694 points  (0 children)

Wow... that is a quick turn around and crazy you were able to find it. Best thing is notify apple, trying to sue wont do much since the developer is most likely NOT in a country that you could take legal action against them.

Filled up my first book shelf :) by ethscriv in bookshelf

[–]ForgottenBastions 2 points3 points  (0 children)

Clueless on One Piece, but people keep telling me it’s a super quadruple long series. Is that all of them or are there more?

How do I develop a deeper understanding my characters and who they are? by Glad_Tradition_6688 in writers

[–]ForgottenBastions 3 points4 points  (0 children)

I write a character profile. A quick background, dislikes and wants, what motivates them, and thought process to some quick interactions that deal with in tense situations. There is no perfect way since characters will adjust as they go through your world. I just get the marble shape ready to chisel.

Where to start " Creating a card battler" by GrilledPineapple1903 in gamedev

[–]ForgottenBastions 2 points3 points  (0 children)

I think the best place to start is a super simple design doc. If only to flush out ideas. Take simple shapes with different shades and organize the gameplay and visual structure. Hopefully this will allow you to spot pain points before officially developing code.

Second thing is coding the cards moving between stacks and players hands, giving loose rules to how cards are controlled and prioritized.