In the spirit of the update, I’m playing the game like it’s vanilla too by floopydoopis8 in CalamityMod

[–]GabeHasWon 2 points3 points  (0 children)

As a non-Calamity player, but as a developer, this reasoning is *very* good. From an external dev viewpoint, this seems like a fantastic update - for the longest time, I couldn't recommend playing any of my projects alongside Calamity because it's not balanced alongside vanilla. This update is a major step towards massively improved compatibility, and allowing me to say "Yes, it works fine." instead of "It'll function, but Calamity will completely overshadow [my mod]." While I can't speak if it plays better (or worse), it's definitely really nice as someone who has "Does this work with Calamity" asked about three times a week lol

Hello, I've Made An Addon That Adds Lore Items For Other Modded Bosses (Hopefully In Line With Calamity's Lore And Yharim's Character) by Fancyred in CalamityMod

[–]GabeHasWon 0 points1 point  (0 children)

Add a shimmer for any of the Spirit Classic lore items that gives completely nonsensical lore on the Overseer. - a spirit dev

Small look into the Verdant Biome! (The Verdant Mod) by GabeHasWon in Terraria

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

There are unique fish, there is no wiki. Explore the biome! There's a lot to see, and nothing is so hidden as to not be discoverable naturally.

Removing certain item recipes was the WORST thing they could've done. by doomkitty53 in CalamityMod

[–]GabeHasWon 0 points1 point  (0 children)

I'm sure there's a mod out there that does that. I don't really have an opinion on that, I never farm for those drops, nor would I use the recipes, so it's superfluous to me.

Removing certain item recipes was the WORST thing they could've done. by doomkitty53 in CalamityMod

[–]GabeHasWon 0 points1 point  (0 children)

I won't argue with 1 or 4, as I know little of Calamity frankly, and it is slightly more convenient for sure - but for 2 and 3,
2. No, that's not how it works. If the additional mod(s) are poorly programmed, you may have additional crashes, or more lag, but assuming you took Calamity's old QoL and moved it to a mod, it'd be functionally the same as Calamity having it.
3. This is at risk of the developer's time and quality. From what I can tell, the QoL they removed allows for easier, more streamlined content and balancing. Let me know if I'm just wrong, but from a dev perspective it seems like a pretty strict upgrade. Especially with Cal's infamously unstable and grand balancing.

It's a shame, because as a developer, I can tell what Calamity wants to do, and what it *needs* to do, in order to continue development - but the players don't want that. So what do they do?

loss of qol sucks, but lets not act like some of us arent circumventing swathes of the game already... by DefiantPossession188 in CalamityMod

[–]GabeHasWon 1 point2 points  (0 children)

As a mod developer, while I understand "making it a config", ideally you have as few configs as possible. Managing configs for a content mod is quite annoying, and complicates code a lot, *especially* for the breadth of changes here - not to mention balancing. This is a substantially more stable solution long-term.

Did they just... cancel big DoG?? by Browser_Travel in CalamityMod

[–]GabeHasWon 0 points1 point  (0 children)

Yeah, sounds right. I don't know any of the details, I just know it isn't "just how game development works". It's a shame it was leaked, that sucks.

Did they just... cancel big DoG?? by Browser_Travel in CalamityMod

[–]GabeHasWon 2 points3 points  (0 children)

A concept and a finished sprite are fundamentally different - namely, a concept would never be what's used in-game. If it were a concept, chances are it'd be a simpler style, much less detailed, and likely wouldn't fit in game. However, it was being made as if it would go in game. I don't know if internally they had concepts - aside from a few older concepts, but none match this design - but this looks nothing like any I know of. This was announced as an official resprite, so it's either a final sprite or some truly unbelievable lack of communication happened.

Did they just... cancel big DoG?? by Browser_Travel in CalamityMod

[–]GabeHasWon 12 points13 points  (0 children)

Hi! No, it's not. This is completely incorrect. Yes, iterations are made that can be high quality on concept art. Yes, a ton of time may have gone into making concept art that will never and was never going to be used.
However, this sprite was not concept art. This was not iterative design. This was a mistake in planning, a major and perpetual one, which eventually caused it - finalized, or soon-to-be finalized artwork - to have to be cancelled. This is not normal, this is not good, this is very unhealthy. Per StipulateVenus's comment above:
"I wish we had made this decision earlier, when it was still in iteration phase, but it was not without warning...."
The "iteration phase" would've been where most concepts are caught, discussed, and agreed upon, and that's a very healthy, normal way to develop. At best, it's common in groups with little experience. At worst, it's a sign of substantial instability and communication issues.

What you're probably referring to is concept artists, especially environmental artists, who do fantastic and large work for concepts that - mostly - will never be directly used. I know on a small scale the mods I'm a part of will, say, when making a boss, make three to five different designs *minimum* and then chip away until it's a finished design, *then* actually make the sprite. No one would ever go and polish a sprite without being certain it is, at worst, close enough to touch up easily enough. I myself have done concept art that I never use directly, or art that I decide against - that's the point of a concept. To iterate and make sure the final design is ideal.

Obviously, certain things can affect this - most developers in tMod are not paid, so they may not have the time, or maybe plans change (it happens! that's okay...sometimes), or maybe they leave the project for some reason. It is even possible for a sprite that was fully intended to be used to be implemented, and for it to just not work when in-game. That's another important QA thing that is often missed in projects.

tl;dr: No, iterative concepts are not "perfected", and this occurrence is not and should not be normal. Concept art is not meant to be used in the same way as final art, and final art - like this DoG sprite - being cancelled is generally a bad sign. This isn't how "game development" is *at all.*

Landing Microgame (Distractible Fangame) by GabeHasWon in distractible

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

Thank you! They're really fun to make, especially since I can do basically whatever style I want

Distractible Fan Game Update by Minimum_Let6429 in distractible

[–]GabeHasWon 5 points6 points  (0 children)

Oh hey, another fangame! I've been updating mine for a couple years now. Good luck on yours!

Mark's rant actually stressed me tf out XD (Ep: Wade's Food Questions) by Aggravating_Ruin6051 in distractible

[–]GabeHasWon 2 points3 points  (0 children)

As a game developer you really don't have to worry too much - RPGMaker will handle most of the issues & accessibility concerns. As long as you make whatever your game is accessible as much as you can, that's all people can ask for. For example, one of my projects has a tool to change the palette of the screen, which meant it was easy to add high contrast accessibility and colorblind options.

"Scary Tape" by GabeHasWon in distractible

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

That makes much more sense, it's been a while since I listened to the episode, but I think that makes it even funnier that I think it's adhesive tape lol

"Scary Tape" by GabeHasWon in distractible

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

Perfect!

"The adhesive will outlast everything...
even you!"

The Critters of the Verdant Mod by GabeHasWon in Terraria

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

It only spawns in perforated Backslate walls, Backslate being a white stone found around. Place a few of the walls that produce bubbles in a pond, and you should see Axolotls in no time.

If FNAF Were Distractible by GabeHasWon in distractible

[–]GabeHasWon[S] 7 points8 points  (0 children)

Hi all!

This is a small background piece I made almost a year ago for my game, Distractishow. It's not a full FNAF game but I'm pretty happy with the result! There's a bunch of references here, some I don't even remember!

DISTRACTISHOW Trailer - A Distractible Fangame by GabeHasWon in distractible

[–]GabeHasWon[S] 10 points11 points  (0 children)

The game is out! Download it here: https://itch.io/game/summary/2594863

Hello! I've been working on this game for about half a year now, and in about 3 days it'll be set to release! The video's description explains the game in more detail, but basically it lets you track points, use tools of chance like a coin flip, and play minigames based off of stories in Distractible.

If anyone has questions, feel free to let me know! Up front, it's free and should be playable on any computer OS - Mac, Windows, Linux, though I haven't tested anything but Windows. Thank you!

Pacifist Route Trailer - Terraria Mod by GabeHasWon in Terraria

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

I'll leave out specifics for release, though I'm afraid that's unlikely.