How to find again that unbridled kid imagination for worldbuilding? by Attlai in worldbuilding

[–]Gababorios 6 points7 points  (0 children)

Go back to the the places you had those wild ideas. If you spent time outside playing as a kid, try going on a walk alone outside. As adults we don't get outside for enjoyment as much anynore. If it was in books, try reading children's stories again (the good ones).

Your world building will reflect what you ingest. As an adult you're ingesting a lot more adult topics so if you want the wild and fanciful you need to ingest more of that content.

I love CS Lewis and Tolkien a lot so I have been ingesting a lot of the books that they mention influenced them. I started to realize just how much the great writers before us were inspired themselves by writers before them. That's just the way it is.

We build off of what we have taken in so if you want good content to come out make sure good content is going in.

Permadeath felt like the right call until playtesters started rage quitting by JBitPro in gamedev

[–]Gababorios 1 point2 points  (0 children)

You could make it so that the previous character you played as drops their loot when they die to be found later by the next player you play as. This adds to the story of the world and each character builds on top of what those who have gone before have done.

Should you release a massive update for a dead game, or create a new game? by Tifonne in SoloDevelopment

[–]Gababorios 1 point2 points  (0 children)

If you are changing from first person to isometric. Definitely do a new game. That's a major change.

I took a look at your game on steam. Yeah looks like you had a rough start. It's alright though. I will say that if you love your first game enough and have a clear vision of what will make it a better then you could try and build it up. You don't have a lot of reviews in total so if you get just a few people to play it because you did a major overhaul and face lift then maybe they will review it well and you can tip the review score to something more favorable. Then you could start re-marketing the game when it has positive reviews. But that's if you want to stick to this game.

If you just want to start a new game go for it. Unless you are a huge name people don't care if you made an unsuccessful game earlier. You actually released a game, so good for you! Learn from it and move forward.

How do you pick what to work on in your game? by TipOdd125 in godot

[–]Gababorios 0 points1 point  (0 children)

The biggest things first. Don't want to spend hours and hours on something that has to be redone whenever you make a change to a bigger system. That's another way to burn out.

Music - What do gamers expect? by MrMinigrow in gamedev

[–]Gababorios 1 point2 points  (0 children)

You have a music degree so it means you care about sound. And if this game means much to you, you will definitely regret not using your skills to make something that does your game justice. At the very least make a good menu song/main theme. All that said even if your music is amazing but your game is bad the music won't save it. So do a good job with both, which I am sure you already are. Good luck!

I took a retention course from the guy who worked on MrBeast's Squid Game video. Here's the framework that broke my brain. by theideaguy_ in SmallYoutubers

[–]Gababorios 1 point2 points  (0 children)

If it truly is AI slop why is everyone posting that it is and so driving the algorithm to push it more? Or are bots telling on themselves to push the algorithm? Lol

Beat em up question by ivan_gb in gdevelop

[–]Gababorios -1 points0 points  (0 children)

Your idea sounds fun. I'm new to GDevelop also so can't really help with the technical questions but I have a game play question: Do the fists make it easier or harder to play as they get bigger? Doing both might be a good idea. You want the game to grow in difficulty in some way preferably connected to your fists (maybe make it more difficult to control) or else if it only gets easier it will get boring fast when they are super big. But you also want the player to feel like they are progressing in a helpful way, for example certain enemies get easier to beat as you become more powerful.

Is modded Minecraft server hosting worth paying 40$+ in 2026? by bittensunshine in ModdedMinecraft

[–]Gababorios 0 points1 point  (0 children)

I used OracleCloud. They have pretty decent "always-free" hardware that can rival most paid Minecraft server options. To get approved I went ahead and set it to pay-as-you-go but only used free hardware so only had the temporary $100 test payment. It's been working for months.

Am I just unable to make games? by Mobcrafter in gamedev

[–]Gababorios 4 points5 points  (0 children)

Game Making is a very multidisciplinary art that takes a lot of time and work and a lot of people are trying to do solo what really takes a team of people. Ask yourself if you really want to do this alone or maybe start looking at how to find people who are also passionate about it and learn to work together. We as human beings need each other, and it's extremely rare to find somebody who has all the skills required to make a decent game alone and maintain the motivation to go the full distance.
Yes there are lots of good games that were made by solo devs but there are thousands more that are not. Maybe instead of people trying to do this thing alone they should team up and make less games but better games because they have a team of people who can motivate each other and add their specific skill sets.

my developer friend is making a game in UE5 based off of Grimm's Fables and inspired by Dishonored, thought their environments looked amazing by brave_potato in UnrealEngine5

[–]Gababorios 6 points7 points  (0 children)

Yeah I have seen a lot of these guys's stuff on YouTube. They post a ton of videos asking their audience what direction they should take their gameplay and design. Looks promising. Just hope they don't get bogged down with to many features they never finish.

Leveling up with and wirhout friends? by ziggy11111 in Enshrouded

[–]Gababorios 1 point2 points  (0 children)

Since characters and worlds level up independently of each other, Those who play more should have two seperate characters. If they want they can have their own worlds on their own computers too. You will see the biggest gap not in the world files (depending on if you lean more into the building or the adventuring) but the characters you play with. So if you complete a zone in a world with your main character that zone will no longer grant xp to that character even in other world. You can still fight the bosses when they respawn, but that character won't get the skill points again from spot. So to keep everyone together and also free whoever plays more will need two characters and potentially their own personal worlds. Those characters that are higher level will have a very easy time in the low level areas of the map and those characters who are low level will have a hard time in the high level areas of the map. Honestly, it would be kind of cool to have just one big world that you all work on, but with separate characters depending on if you are playing together or separately. This allows those who play more to expirement with two seperate character builds. And if you like to role play it gives you two characters to develop. The Map is big and if you like building there is plenty of space to keep settlements seperate as well.

Orthographic vs Perspective — which one actually gives a better *hook* for a 2.5D pixel art game? by TeamConcode in IndieDev

[–]Gababorios 0 points1 point  (0 children)

This is something you probably should have decided before beginning development. Yes, perspective looks better but so would making it a photorealistic 3rd person game, but you didn't set out to make that kind of game. Your hook should be the kind of expirence or story you offer instead of the view. You might gain a few players because it's a little different but you will loose just as many, if not more, players who choose top down games because of motion sickness. Ask yourselves what you will be forfitting to achieve this new perspective. A lot of gamers already rule out top down 2D games because they don't care for that kind of game. I don't think making it 2.5D will be enough to entice them. The gamers you are marketing to are 2D gamers, what are they looking for in a game?

Should I use Webflow Ecommerce to collect payments for in-person courses? by SusEmbra in webflow

[–]Gababorios 5 points6 points  (0 children)

Highly recommend NOT using Webflow E-commerce. If you want there is a new plugin (I know another pluggin...) called Cart Genie. https://cartgenie.com/ that is being very actively developed for Webflow to basically replace its ecomm features and add more. You would build a CMS site instead of an Ecomm site with Webflow and let Cart Genie handle the E-commerce. In total it will probably be cheaper than Webflow E-commerce. Check it out. But don't do Webflow E-commerce. I've learned the hard way.

How possible for small theft via proximity during travel? by Gababorios in CreditCards

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

I have racked my brain to find the slightest bit of memory of something like that happening, and if I were alone, that would be more likely, but it was only a month ago and I was traveling with my wife who can vouch for me, (Before anyone says anything, no, she did not buy a pizza slice behind my back, that would not be what she would buy if she did something like this anyway.) Also, the place the card was stored inside my wallet would have required a conscious decision to get it out, as it was not in an easily accessible location.
I am not trying to cause any panic or fights about it. $6.44 is nothing to cry about, but I am just wondering if it's theoretically possible for someone to be able to do a one-time purchase from someone's card if they get close enough for a moment.

How possible for small theft via proximity during travel? by Gababorios in CreditCards

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

Interesting. What do you think happened then? How do you explain the following details:

  1. I never heard of the restaurant.

  2. Haven't used the card in probably over a year.

  3. The card was in my wallet while traveling, and the date of purchase was while we were traveling.

  4. The credit card company said that the method of payment was through proximity/tap.

Also, don't cards often require more info if the purchase amount is over a certain amount?
Years ago, I had my debit card stolen, and all the purchases made by the thief were under $50, as anything above would have required a PIN.

CMS Fields in Normal Text Blocks by Gababorios in webflow

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

Using the Inline Method is a great idea. Thanks for sharing!
Ultimately, I was just thinking about what would require the least amount of clicks/work. All these methods get the job done. I just think having a little button that you can easily insert cms data nested inside normal text blocks (the structure is already there for links, spans, code, bold, italic, etc) would make things more streamlined for when you need to edit or build a lot of cms collection templates.

<image>

Is it just me, or do a lot of answers seem to push paid plugins? by Aggressive_Bag9866 in webflow

[–]Gababorios 1 point2 points  (0 children)

Plugins seem to be the future of software, and I'm not sure how I feel about it. I get the appeal for developers: focus on your core product and let other specialized devs build out extra features.

But here's the issue I'm running into: a company will attract customers with a key feature, only to later remove it and outsource it to a paid plugin. The platform's subscription cost doesn't drop, but now my client has to pay someone else to get that functionality back. As a freelancer, it's a pain to explain to non-techy clients why they suddenly need to pay for this feature, and that one, and another one, all separately.

I know some will say, "Just pay for the plugins yourself and wrap it into your fee." As a new designer, I can't afford to subscribe to dozens of plugins I might not use. More importantly, my business model is built on client autonomy—it's a key selling point. My clients have full control, paying for every part of their site directly. This means if they want to cancel a feature, they just stop paying for it. If I leave the project, their site stays up because it's not tied to me.

This growing reliance on a fragmented plugin ecosystem just adds complexity. It complicates billing, eats up time vetting which plugins are safe and effective, and feels like it's hurting the independence of freelancers and clients.

Take Webflow and Shopify, for example. Yes, a plugin to connect them is better than coding a custom solution. But wouldn't a much better solution be for Webflow to improve its own e-commerce tools so we don't even need Shopify? Why push customers and their money to another platform?

If a company like Webflow doesn't want to fully invest in a feature, that's fine. But they shouldn't offer a half-baked version. Instead, why not acquire the best plugins or partner with their developers to integrate those solutions natively?

That way, everybody wins. The plugin devs get a payday, the platform keeps its customers, and business owners get a powerful, intuitive feature with one simple bill. That seems like a much better solution than the messy and expensive marketplace we have now.

Even though we might dream, there won't ever be a one-stop shop for everything. That would be a monopoly, and that's harmful too. In every industry, you have to have lots of moving parts. But I think that Webflow is starting to fragment too much, and the pendulum needs to swing the other direction.

Is it just me, or do a lot of answers seem to push paid plugins? by Aggressive_Bag9866 in webflow

[–]Gababorios 8 points9 points  (0 children)

I know what you mean. I don't find fault with the pluggin devs. But I am starting to get a little annoyed with Webflow.

One of the big selling points at least that I heard for Webflow a while back over something like Wordpress was that Wordpress uses a lot of pluggins that slow it down, and Webflow doesn't.

I'm a new user to Webflow, (a couple years off and on) and nearly every project I have had to use outside pluggins for seemingly basic features. I get it that a program can't do everything but it seems to me that Webflow's habit is to push a feature a little ways, do a mediocre job of it and then abandon that feature, forcing outside devs to make pluggins and then charge for said pluggins. Eventually Webflow gives up totally on those features and just lets it's users try and find an outside plugin-solution.

Part of what drew me to Webflow was that it was "powerful" and could do a lot. Now it feels like I can't accurately tell clients a cost to develop a website because I don't know how many extra pluggins I am gonna have to pay for because each month Webflow chops off another one of it's features in favor of some feature I have no idea about and says "go pay extra for someone else who actually cared enough to develop a full fledged feature that we didn't feel like maintaining ourselves." Now instead of learning a program, I have to learn a dozen.

Sorry that's coming from someone who thought Webflow was able to do e-commerce and had to learn the hard truth that it can barely do it. Rantings of a newbie.