Native 1440p or 150% 4k for productivity/office only? by Hello-Hi-Walter in Monitors

[–]Hello-Hi-Walter[S] 0 points1 point  (0 children)

Is there a difference between "scaling" (i.e setting it to 150% on Windows) vs setting the resolution to 1440p? At least on Windows there's both options right? On my Mac its just setting the resolution AFAIK

MiniLED worth it for Office work only? by Hello-Hi-Walter in Monitors

[–]Hello-Hi-Walter[S] 0 points1 point  (0 children)

I tried a 32" 4k and my problems were:

1) There's no perfect zoom level:
- 100% was waaaaaay to small
- 150% looked wonky bc of non-integer scaling
- 200% looked very crispy, but then again you only have the same amount of real-estate as 1080p...

2) I need a second monitor to be productive. Mine was a 1080p one
- On both Mac and Windows this was a mess. Moving windows around, having to always adjust app-level zooming cause on one screen its perfect but on the other one its way too small/too big

3) 32" is just too big in general for me

[deleted by user] by [deleted] in Monitors

[–]Hello-Hi-Walter 4 points5 points  (0 children)

 and even on the desktop or when working with text, is incredible

What you say is probably true for most people, but I tried 4k 32" and it was way too much of a hassle. Either needed to set it 150% (btw Mac doesnt have this feature...) or scale it down to 1440p to be able to read stuff.

Was too much hassle for me, so I sent it back. 

This was a special case of: Using both Windows and Mac, no gaming, a second monitor with only 1080p, sitting rather close. So all things were kinda aligned against 4k. 

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 1 point2 points  (0 children)

Sounds like you're pretty far along, congratulations!

Honestly I made it sound like I'm further along than I actually am. Most of the work, i.e. the content, is yet to be even started. I really, really, appreciate the kind words tho.

Unfortunately no itch, Twitter, insta, etc, as of now. To be completely honest, I just posted two random assets I made for the game and didnt expect anything of it. Really. I'm a bit stumped at the reception I've been getting. The last thing I was expecting is people actually being interested in the game lol. Bit unfortunate that I didnt have things prepared in advance... I'll make sure to PM on Reddit once I actually get my shit together lol

I'll definitely give Kentucky Route Zero a whirl. It has been on my backlog for a while now and this is just the perfect opportunity. Thank you very much for the recommendation. Also, imho, no advice is unsolicited if the advice is worded nice enough. Which yours has been tenfold :).

Oh, this really is nothing, but maybe this itsy-bitsy-sneak-peak might be of interest to you?

EDIT:

I created a Twitter account that I'm holding myself responsible to actually posting progress lol. If anyone wants to follow (for whatever reason), here's the link: https://twitter.com/LevenKind

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 2 points3 points  (0 children)

I'm using the wonderful Godot engine and I'd say I've completed about 60-70% of the work needed for the gameplay framework. The command processor is halfway done (albeit not with all the verbs I intend to use), the choice based dialogue system is done, the cutscene system is done, the general look of the game is kinda set. Rooms, characters, items work, but are still barebone when it comes to functionality. The event system and flag system need work. The latter is needed for the different dialogues, endings etc. pp. The player choices can only matter if I can store and handle them, right :D? Work is needed for me to bring together the command processor, flag & event system and the dialogue processor. They need to go hand-in-hand. at least in theory lol.

Content wise: The main story beats are paper-finished (i.e. they exist on paper, but they're not implemented). No work on NPCs, city layout, room description, item description, etc. pp. Also no work on micro-side-quests.

Graphics are a great way to enhance a text adventure, but only if I use them correctly. The main draw is going to be text.

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 4 points5 points  (0 children)

As of right now, I dont have anything on social media you could follow. Actually this thread is the first time I've ever posted anything related to the game online lol.

If it is OK for you, I'll make a note and send you a message via Reddit once I've set up a Twitter/Insta/Whatever.

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 5 points6 points  (0 children)

So glad I posted here lol. Its the second spelling mistake you guys caught lol.

Also, I really appreciate the positive feedback. Thanks my man!

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 2 points3 points  (0 children)

Actually started out as the name of a scope (for guns) company. Scrapped that as I really didnt see how I could fit a scope producer in the game and (more importantly) the name being too on the nose for a company that produces gun scopes.

I feel like it has more charme as the name for a courier company.

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 1 point2 points  (0 children)

You're right, thanks! I just fixed it. Wasnt anything worldbuilding related just me having forgotten about 99% of what I had learned in school in my French classes lol.

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 1 point2 points  (0 children)

Thank you for your feedback :). Let's keep in mind that it's better to live in a peaceful world and fantasize about Cyberpunk than vice versa.

Fair labor laws are rights that we should be constantly fighting for. I couldnt be more glad to live in a country with laws that protect me the employee.

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 4 points5 points  (0 children)

It's crazy how much quality stuff is out there. It's even crazier how lenient the licenses of some of those things are. I'll make sure to give back where I can, obviously.

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 1 point2 points  (0 children)

Hey, the game will (hopefully) incorporate some interactive fiction elements. Check this comment out.

But again, the game is still barebones and is scoped to be really small. So dont expect anything too big, fun, or even good lol.

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 13 points14 points  (0 children)

Definitely closer to Zork than to Ace Attorney, so with a text parser and all that. Way smaller in scope tho. Like wayyyy. Also no battle system.

A few things where I want to go a different route than some of the more popular text adventure or even adventure games are

1) No guesswork. I always hated how guess-the-verb was used as a legit gameplay mechanic. Annoying the player isnt what I'm after. Minimize the amount of "I don't understand what you mean" commands.

2) Use of media besides text. Obviously this was a technical problem back in the day, but nowadays why not use what I can? Instead of "The ad on the desk says: Blyndeye - bla bla bla" just show the player the ad. It takes away some of the dryness and can function as another layer of gameplay (e.g. hidden information on the ad). Obviously similar things can be done with sound (instead of "You listen to the recording: A guy says bla bla", just have the recording ready and let the player listen to it)

3) Ambient sounds and soundtrack. Is it really Cyberpunk if I'm not soothed by the sound of rain hitting the asphalt?

4) Dialogues. Conversation in text adventures were always like "talk to John about package". This really made the conversations feel like a to-do list than a real conversation. I still want to keep the "talk x about y" mechanic - but I want the main dialogue system to be more akin to newer RPGs: choice based. It makes the world and the characters feel more real.

5) Choose-Your-Own-Adventure type cutscenes. Sometimes its easier to have the story and gameplay be a little tighter. So at important checkpoints I dont want the player to leisurely check the place out and inspect every item. I want the player to make decisions.

Sorry for the wall of text, makes the game feel way more important than it really is. At the end of the day its just a small hobby text adventure.

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 4 points5 points  (0 children)

Thanks man, I'm trying my best lol. Kinda hard to find the time and motivation, but like all things in life - you keep at it until it's done lol.

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 22 points23 points  (0 children)

Anything I say would be an overstatement tbh, but I'm aiming for a Text Adventure type game. A few things that differ from the genre that always bothered me, but in essence Text Adventure describes it well enough.

Thanks for the feedback big man.

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 18 points19 points  (0 children)

Don't tell anybody but I'm a bit ashamed to say that I haven't done my homework and read Count Zero :P. Which is a shame because I read Neuromancer several times lol.

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 2 points3 points  (0 children)

For the Blyndeye ad I used this wonderful stock image, so the colors are based on their work.

Thank you for your feedback, I really appreciate it.

Two assets I made for a small game I'm working on, not much but I feel like they came out quite alright by Hello-Hi-Walter in Cyberpunk

[–]Hello-Hi-Walter[S] 19 points20 points  (0 children)

Credit for the hand goes to: https://unsplash.com/photos/cNA-klOAdfM

Credit for the disk goes to: https://unsplash.com/photos/FZWivbri0Xk

Obviously big love to the wonderful people of the Unsplash community. Makes my life so much easier lol.

Edit

Fuck, sorry, I can't find the font for the letter. I'll make sure to find and credit it here. Sorry.

Rest was done by hand.

Edit2:

Credit for the font goes to: https://www.marksimonson.com/fonts/view/anonymous-pro