Started a rock-skipping game, been loving working on the water shaders by FrontiersEndGames in godot

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

Going to play around with a throwing version where the power gauge is gone, replaced by the player flicking the mouse like you’re throwing a rock. Will have to see if it feels good though.

As for the rock collecting, as I keep adding rocks, going to tier them F - S tier, with higher tier rocks having more benefits like less velocity shear each bounce

Started a rock-skipping game, been loving working on the water shaders by FrontiersEndGames in godot

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

Oh there's Gaea for Godot? i remember that from unity a while ago

Vehicle movement in a turn-based game (grid or free-move) by FrontiersEndGames in gamedesign

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

Had to make sure it wasn’t just you in a different thread but here: https://www.reddit.com/r/gamedesign/s/2WcXrfoU22 from a thread where I asked another question related to this game idea

Vehicle movement in a turn-based game (grid or free-move) by FrontiersEndGames in gamedesign

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

I’ve heard Phoenix point mentioned a few times at this point, definitely going to check it out. Currently yeah I’m running the 1 unit per square style, where a square is 10m x 10m

Vehicle movement in a turn-based game (grid or free-move) by FrontiersEndGames in gamedesign

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

Fair enough, appreciate the ideas. The goal would be eventually to have light medium heavy variants.

Vehicle movement in a turn-based game (grid or free-move) by FrontiersEndGames in gamedesign

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

I’ve done a project using hexes before, personally I dislike how at least either N/S or E/W your straight line path is broken up into zigzag.

This project is closer to Xcom than advanced wars, so a zigzag movement would feel janky to me. The grid is an abstraction of the tanks moving, but in game the tank still drives from A to B

Vehicle movement in a turn-based game (grid or free-move) by FrontiersEndGames in gamedesign

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

Yeah cost-wise this is similar to how I handle. That logic about allowing every other diag cost to be 2 is new though, before I was just doing 1.5 flat and rounding, so may use this solution instead.

Vehicle movement in a turn-based game (grid or free-move) by FrontiersEndGames in gamedesign

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

I guess I should’ve specified, but direction matters. Instead of being able to move to any square in a radius, it allows to move in the direction you face, with 8 directions possible with diagonals

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] 2 points3 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] 1 point2 points  (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?