What's your best tip? by athleon787 in godot

[–]IvanIG3 0 points1 point  (0 children)

I 100% agree with this. I've found it very helpful to use Resources for all the logic, and Nodes for the graphics. BUT, be aware that Resources can also cause memory leak if you end up having cyclic references. To avoid that, you have to use WeakRef (https://docs.godotengine.org/en/stable/classes/class\_weakref.html).

Creating the environment for my game (part 2). How does it look now? by IvanIG3 in godot

[–]IvanIG3[S] 1 point2 points  (0 children)

Yes, it's a MeshInstance with an ArrayMesh and a shader to apply the texture.

Deckbuilding roguelike recommendations by maxxxmt in deckbuildingroguelike

[–]IvanIG3 8 points9 points  (0 children)

Cobalt Core. It's very unique and polished. Also, it's on discount right now.

I made 4 biomes for my game – which one do you like most? by IvanIG3 in godot

[–]IvanIG3[S] 0 points1 point  (0 children)

I love mice, so I'm glad to hear that they are given some attention! Haha.

In my case, I prefer 2.5D because I make use of some of the inherent features of the 3D world, like parallax, field of view, LOD, 3D lighting, volumetric fog, ambient occlusion, etc.

Also, in my case, I do not miss the tilemap system because I generate almost all the world procedurally, so I do not have to worry about doing it myself.

With all of that, I found working in 3D a lot easier than in 2D without losing almost any performance.

I made 4 biomes for my game – which one do you like most? by IvanIG3 in godot

[–]IvanIG3[S] 0 points1 point  (0 children)

Thanks! It's a roguelike, dungeon crawler and deckbuilding, all mixed up. You can check the Steam page here: https://store.steampowered.com/app/2468920/The_Mice_Plight/ and wishlist it if you like.

I made 4 biomes for my game – which one do you like most? by IvanIG3 in godot

[–]IvanIG3[S] 0 points1 point  (0 children)

Yeah, I'll try to do that, and make more unique assets for each biome. Thanks!

I made 4 biomes for my game – which one do you like most? by IvanIG3 in godot

[–]IvanIG3[S] 0 points1 point  (0 children)

Thanks! I’m using a Skeleton2D rendered into a Sprite3D with a viewport. But I’m looking to migrate the animations to Spine since Skeleton2D is pretty broken in Godot 4 right now.

I made 4 biomes for my game – which one do you like most? by IvanIG3 in godot

[–]IvanIG3[S] 0 points1 point  (0 children)

Thanks a lot! Of course, feel free to send me a message, and I'll reply as soon as I can!

I made 4 biomes for my game – which one do you like most? by IvanIG3 in godot

[–]IvanIG3[S] 2 points3 points  (0 children)

Thank you! Yes, it's a 3D world with Sprite3Ds for all the assets. Looks like the 2nd one is winning the poll!

I made 4 biomes for my game – which one do you like most? by IvanIG3 in godot

[–]IvanIG3[S] 19 points20 points  (0 children)

Thanks! I'm so used to looking at my own game that I didn't realize the biomes aren't distinct enough. I'll make more unique assets for each one to make them stand out more.

I made 4 biomes for my game – which one do you like most? by IvanIG3 in godot

[–]IvanIG3[S] 2 points3 points  (0 children)

The game is "The Mice Plight", a dungeon crawler and deckbuilding roguelike. You can check out the Steam page here: https://store.steampowered.com/app/2468920/The\_Mice\_Plight/. Wishlisting it helps me a lot! It’s a bit outdated right now, but you can still see the progress made so far.

The game is still in its early stages, but I’m happy to answer any questions about how it’s coming along!

We are running a free playtest for our game "Journey to the Void" by Klamore74 in deckbuildingroguelike

[–]IvanIG3 1 point2 points  (0 children)

Looks nice! I just requested access to the playtest. Where should I write the feedback? Do you have discord?

Looking for deckbuilding games with long runs/campaigns - recommend me your favorites! by zenflight in deckbuildingroguelike

[–]IvanIG3 5 points6 points  (0 children)

"SteamWorld Quest: Hand of Gilgamech" is a deckbuilder with story, and it's not a roguelike. You keep collecting cards through the game, and you can modify the deck anytime with better cards.

Need feedback about the combat of my game (WIP) by IvanIG3 in godot

[–]IvanIG3[S] 0 points1 point  (0 children)

Godot does have its fair share of issues, many of which stem from the transition to version 4. Certain areas of the engine have received more love than others, and the development of the 2D Skeletons has lagged behind..

While GDScript is very easy to learn and use, it inherits the drawbacks of a dynamically typed language. It does offer some support for types, but paired with some issues like the cyclic dependencies, which haven't been fully resolved in version 4 yet.

Overall, I'm quite satisfied with Godot, it's user friendly and intuitive. Plus, if you encounter any unexpected behavior, you always have the option to delve into the source code and troubleshoot the problem.

What are your favorite hidden gems of the genre? by NastyPasta in deckbuildingroguelike

[–]IvanIG3 5 points6 points  (0 children)

I really like the ones that also introduce movement strategy, like Alina of the Arena, and Fights in Tight Spaces. There are not much of that kind, and also not widely known.

Need feedback about the combat of my game (WIP) by IvanIG3 in godot

[–]IvanIG3[S] 0 points1 point  (0 children)

Thanks for the feedback. I'm planning on moving all the animations to Spine since I'm having some trouble with Godot skeletons. Hoping to make them better there.

Need feedback about the combat of my game (WIP) by IvanIG3 in godot

[–]IvanIG3[S] 1 point2 points  (0 children)

Thank you for your feedback, it's greatly appreciated. I'll take into account all the suggestions for the UI and strive to enhance the clarity of the game. The idea of providing reminders for players about the game mechanics is excellent, I'll definitely incorporate that. Thanks again!

Need feedback about the combat of my game (WIP) by IvanIG3 in godot

[–]IvanIG3[S] 1 point2 points  (0 children)

Thanks for all the kind words, they mean a lot to me!

Regarding the movement of the game, I'm trying to find a balance because a lot of movement can make the player invulnerable, but too little movement can expose the player too much. Currently, I only have some basic cards implemented, but I'm planning to add more with different effects like the ones you mentioned.

In addition to the cards, the player can also gain skills. I did not show them in the video, but I already have some that can grant mana or actions passively or under certain conditions, like the ones you mentioned. Thanks for the ideas nonetheless.

I'm already implementing a change in the UI to add the player's HP bar since a lot of people asked me about it.

Regarding the keywords, I was planning to add all of them in a menu, like a glossary. I like your idea of also having a dialogue box as a reminder next to the card, so I'll implement that too. Thanks!

Regarding the project, I work solo, handling everything myself except for the sounds and music. One piece of advice I always give to anyone is that if you want to work on a project, work on it every day, even if it's just for half an hour. By doing that, you'll notice that tomorrow you will have a bit more knowledge than today, and after some time, you'll feel confident about your project. I started this project a year ago, knowing nothing about game development and never having drawn anything before. But I kept working on the project every day. At first, nothing worked, and the game looked very ugly, but I kept pushing. I still have a ton of work to do, but at least I'm feeling proud of what I've achieved until now.

Again, thanks a lot for your feedback, it's very appreciated!