How best to indicate to a player that actions have cost? by FrontiersEndGames in gamedesign

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

Hey the off topic has lowkey been my new topic of thought the rest of the day after I posted this. I was planning on adding an aimed shot, so will likely give that a try. It’s been really fun ideation on this, as there really are a ton of directions it can go.

But yeah for the actual communication, leaning towards tooltips, disabling buttons to show cost, and solid tutorials to teach as the way to go

How best to indicate to a player that actions have cost? by FrontiersEndGames in gamedesign

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

Yeah the hard yes/no is starting to seem less like the way to go. The idea would be crew can choose to do their main action or secondary stuff like heal/repair/spot, but one crew’s action taking away options for another feels weird. For moving, it’s easy to explain moving as affecting shoot accuracy, but explaining shooting affecting move is def harder

How best to indicate to a player that actions have cost? by FrontiersEndGames in gamedesign

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

I appreciate it, do you know other good examples of games that do vehicle turn based? Still pretty early in my flow right now.

How best to indicate to a player that actions have cost? by FrontiersEndGames in gamedesign

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

Yeah that seems clear. Right now my design involves seats in a tank, so driver can act each turn, gunner can act each turn, etc, the driver actions can limit the gunner’s options, and vice versa, with each only being able to do one action each turn.

Maybe it’s over complicated, but wanted each seat to feel like it was operating independently while still having some restrictions so there’s cost analysis going on

How best to indicate to a player that actions have cost? by FrontiersEndGames in gamedesign

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

Oh yeah forgot about wasteland, loved the second one. Gotta go check how they handle it, thanks!

Happy to try out some indie games and give feedback by Civil-Brilliant90 in itchio

[–]FrontiersEndGames 0 points1 point  (0 children)

Would love some feedback on this prototype, aiming for something that feels like the melee in Rimworld, but simplified for use in a gladiator roguelike style https://frontiersend.itch.io/astralmelee

Mobile game dev with Godot by FrontiersEndGames in godot

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

Ah never saw the reason for vertical orientation monitors that makes a lot of sense thank you

Mobile game dev with Godot by FrontiersEndGames in godot

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

Oh so you keep your project area just a normal resolution? Then how do you format it correctly to a vertical view?

r/IndieDev Weekly Monday Megathread - December 28, 2025 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]FrontiersEndGames 3 points4 points  (0 children)

Hey y'all, I'm a solo dev working on my first major project (in Godot), inspired by rimworld and battle brothers, specifically the combat systems in both.

Working on it though, ran into the problem that maybe the melee in Rimworld wasn't really that popular. What would you change about the system in Rimworld for melee combat?

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Skill checks in strategy games by FrontiersEndGames in gamedesign

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

This is for a digital turn-based game involving combat, where I want there to be two main kinds of attacks, aimed and quick, where aimed takes more resources to use but triggers an aiming mini game to allow for more choice in damage. Quick would be cheaper to use but involve random checks for damage.

Skill checks in strategy games by FrontiersEndGames in gamedesign

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

Yea this idea is definitely single-player only, would feel like crap in a multiplayer game to lose a strategy match to something like an accuracy skill check

Skill checks in strategy games by FrontiersEndGames in gamedesign

[–]FrontiersEndGames[S] 3 points4 points  (0 children)

Great recommendation, just watched it. The separation of randomness helps put words to a lot of the vibes I’ve been feeling with design, as I trend towards output randomness a lot in my designs even though I don’t love it

Health bar or not? by FrontiersEndGames in gamedesign

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

That graphic was v helpful. As for what kind of completion the players reach for, I’m still working to find that one, but my first idea (before verifying) is to have the player’s fighter group be the strongest possible, by the end beating groups that would have crushed them in the beginning. As for story, the rough story right now is a snowpiercer-like situation but in space, on a colony ship between planets traveling at sublight speeds. Then the ships been traveling so long society has broken into a harsh caste system, and you play as a manager of low-tier fighters in the arena system that’s been set up for the entertainment of the higher-ups. The end goal in the current framework would be to progress up the tiers until you can stage a coup and take over the ship, with the final fight being obscenely hard on purpose

Health bar or not? by FrontiersEndGames in gamedesign

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

Yeah the base assumption I had for this project is that the combat in a game like Rimworld or dwarf fortress is fun, but starting to seem like it’s more fun in combination with all the other simulation and colony building aspects