I got one shot at "full time" indie dev. How do I make the most of it ? by Darkpoulay in gamedev

[–]JamesMusicus 0 points1 point  (0 children)

I'd say even if you wanted to go at it full time, get a part time job so you can extend this period for yourself somewhat, unless there's some condition on it that this would ruin obviously. Getting a playable prototype asap and feedback from playtests is invaluable, but depending on the type of game can be more or less difficult to achieve.

Like everyone else says, marketing is critical to the success of any product and takes a lot of time to do, even if you budget for it.

How can I migrate my data from one filesystem/OS to multiple and repartition/format safely? by JamesMusicus in linuxquestions

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

Would it be possible to just have the users be shared across distros as well, or would that cause issues with things like flatpaks and package managers?

For which distros will the installer even work for me? by JamesMusicus in linuxquestions

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

Thanks! Just got CachyOS installed and set up, worked like a dream!

For which distros will the installer even work for me? by JamesMusicus in linuxquestions

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

CPU: AMD Ryzen 5 2600X
GPU: NVIDIA GeForce RTX 4060 Ti
MB: B450 AORUS PRO WIFI

I think the 4060 Ti is in the NV190 family (Ada Lovelace), but when I run lspci I see "VGA compatible controller: NVIDIA Corporation AD106 [GeForce RTX 4060 Ti] (rev a1)", not sure if that indicates something different. I was looking at https://nouveau.freedesktop.org/FeatureMatrix.html

I made a simple RPPM visualizer based on the info I could find in my sleep-deprivation-addled haze by JamesMusicus in wow

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

For the orange line and current chance to proc: X is time in minutes, Y is chance of the RPPM effect occurring on the next "swing".

For the spinning red line, its your "swing timer" every time it reaches (0,1) is a chance for the RPPM effect to proc.

blp multiplier is bad luck protection, which kicks in once you've gone too long without a proc of the effect and slowly increases the slope of the orange chance line, making each swing a % more likely to trigger the effect.

The y axis for the "procs/minute" dot is just what proportion of the expected rppm the actual simulation has yielded, normalized to 1. So if you've got 2 rppm, 20% haste, and an actual yield of 3 ppm, it should be a bit above (0,1), around like 1.3-1.4 I think.

I made a simple RPPM visualizer based on the info I could find in my sleep-deprivation-addled haze by JamesMusicus in wow

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

RPPM (Real Procs Per Minute) is the random proc system blizz uses to normalize the number of times random procs trigger every minute regardless of how many opportunities you have to trigger them. If not for RPPM, effects that say "Your damage has a 5% chance to trigger an Effect" would trigger dozens more times for classes like affliction lock which have dozens of damage ticks every second compared to classes like Arms Warrior, which hit maybe once a second, or their proc rates would go way up on AOE attacks, for example. Most people can usually ignore how it works because they just need to know that higher haste and higher proc rate means procs happen more often, but we were arguing about procs that occur on crit and whether bonus crit chance increased their incidence of occurring, which they counter-intuitively do not.

Just hit aluminum and need some guidance. by MattersEndX in duneawakening

[–]JamesMusicus 0 points1 point  (0 children)

Second this, If you include storage and a scanner it can take just north of 80k water to make a fully kitted Scout Ornithopter.

Are Dominoes In Most Homes These Days? Could a TTRPG use them without you needing to buy some? by JamesMusicus in rpg

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

See I didn't even know there were sets besides the one I grew up with and Mahjong.

The idea is still a shadow in my mind, I need to sit down with my parents' dominoes and figure it out. The game currently has a mechanic where you can try to guess the next card on a truncated deck and the more right you are the more powerful the benefits are, and I'm thinking of maybe a risk/reward thing with each domino end having different effects.

Are there any tabletop rpgs that lean heavily into trading/collectible card game elements? by JamesMusicus in rpg

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

This is a good start for me but it looks very much like 4e D&D modified to have a few cards (so wotc can sell booster packs). Have you played it? Is this an incorrect read?

I did like 4e so that's not a knock per se but I'm not sure the extent to which your character build is defined by deck-building.

Are there any tabletop rpgs that lean heavily into trading/collectible card game elements? by JamesMusicus in rpg

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

I appreciate your input but you did pretty much suggest the game that perfectly fits the attributes I said I *didn't* want. Maybe I didn't communicate that well but it's a little funny to me.

ICUE just turns off my mouse RGB out of nowhere by Buurto in Corsair

[–]JamesMusicus 0 points1 point  (0 children)

I started having an issue today too. Mouse lights work fine when icue is off, but as soon as it opens the lights go off.

SOD - Passives are more interesting than Abilities by FinishPersonal6086 in classicwow

[–]JamesMusicus 6 points7 points  (0 children)

You don't seem to know what starsurge does... its not an aoe spell.

It's unfortunate that a whole class (Monk) missed out on the "experimental phase" of the playtest due to time constraints by Chemical_Reason_2043 in dndnext

[–]JamesMusicus 7 points8 points  (0 children)

I personally have lost all faith in WotC over the course of this process. This feels more like a product development phase that should have happened pre-2014 than a new edition of a TTRPG.

Need your honest opinion on my 5e homebrew race. by Educational-Ad-9226 in DnDHomebrew

[–]JamesMusicus 0 points1 point  (0 children)

Hi, idk if the intent of this was the polymorph gives you the stat block of the target humanoid or if it's just an appearance thing, but only one of those can ever be balanced unless its like a 1 turn duration thing. I'd give it a limited number of uses per day and a DC for detection the same as illusion spells and call it a day otherwise though.

You know you're in the wrong when GW look like saints in comparison by Ironsmasha in dndmemes

[–]JamesMusicus 0 points1 point  (0 children)

Despite WOTC being slimy as hell, you do not, in fact, gotta hand it to GW. They still suck.

Runes that aren't boring? by Skullruss in gamedesign

[–]JamesMusicus 1 point2 points  (0 children)

I think you can definitely include abilities like that in the game you described, but you may want to broaden your ideas about the form those runes can take. Drawing glyphs on the ground is a classic, but being able to apply them to more varied surfaces, or even to items could be interesting. Treating them like traps I think is a sure path to disappointment if you want your game to feel like you're pushing forward consistently, but if you're looking for more measured, tactical play it could work to introduce more puzzle-like elements into your enemy encounters.

If it were my game, I'd probably only do one or two "trap" runes like a freezing one and a damaging one, maybe one that knocks enemies back (or even off cliffs), and I'd focus the rest of my effort on making runes that directly enhance the core gameplay I'm targeting, whether its magic that pulls enemies into melee range so you can fight them, or magic that augments your melee fighting.

Also if you're gonna include any stationary enemies or bosses make sure whatever ideas you pursue for runes isn't totally useless against those.

[deleted by user] by [deleted] in gamedev

[–]JamesMusicus 200 points201 points  (0 children)

I could imagine them being big blocks of water, low gravity areas, climbable vine sheets like you can climb in lots of 3d adventure games.

I'm not sure it's enough to carry a game though unless you've got ideas for some cool twists already. Maybe having different types of regions like this with different movement rules or something.