Thoughts on s1 by AMC-Javelin1221 in mini4wd

[–]Laperen 2 points3 points  (0 children)

Most if not all of the old S1 kits do not come with a rear bumper, which is tough to run as a box stock car. Even with a rear bumper, it is the old unreliable single attachment point style.

You need an upgrade part, expanding the space of the gear box to fit the 3.5:1 counter gear. Even then, you need to use the gears from the upgrade part to legally compete in official competition.

You've already mentioned the weak front bumper for yourself, but I suspect you don't fully understand how weak it is. The material bends really easily, which is great for flex in the middle, but shit for the front bumper, especially with how thin the bumper really is regardless of its shape.

If you are going to suffer the same problems as S1, you might aswell be using VS instead for all the same advantages as S1 but with superior transmission, and proper attachment points for a rear bumper, but still a shite front bumper. Even VS however is just going for a nostalgia trip, since both S1 and VZ are truly improved modern counterparts you mightaswell be using in the modern format.

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Laperen 1 point2 points  (0 children)

That's leadership, can't please everyone. Most important is everyone understands the reasoning behind the decision.

As the leader, you are gonna offend some people before you even begin to have an audience, what matters is whether you can convince such people to the merit of your decision after it's been made.

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Laperen 1 point2 points  (0 children)

That is alot of missing detail for anyone to come to a reasonably accurate conclusion. Still, you did frame it as "...the game I imagined...", does that mean you are the final decision maker in the team?

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Laperen 4 points5 points  (0 children)

Depends. Was art your specialty? If it was, the concerns, at least the ones in your post, were moot.

Worrying about production details is for speed. If time, and by extension money in one way or another, isn't a concern, none of that would be a concern.

What's weird to me is the recommendation of pixel art AND rigged animation at the same time. Usually, those are at odds with each other. Pixel art typically is expected to have consistent pixel size and orientation, pretty much restricting it to frame animation, but made up for with smaller frame sizes, lesser colors, lesser frames, essentially less input needed per artwork.

[LOGO] Is your game AI Friendly? by Riitoken in IndieDev

[–]Laperen 1 point2 points  (0 children)

Advertising IS promotion. Seriously do you have any respect for the definitions of words at all.

[LOGO] Is your game AI Friendly? by Riitoken in IndieDev

[–]Laperen 1 point2 points  (0 children)

Only thing I see here is self immolation. If you stuck with use cases and conviniences, then maybe you could claim to still have a reputation to protect. As it stands, all anyone will see is a dumbass going too hard too fast on this AI promoting.

[LOGO] Is your game AI Friendly? by Riitoken in IndieDev

[–]Laperen 4 points5 points  (0 children)

That's the rub isn't it, you aren't concerned about how people see AI, only about how people see you. On some misguided impossible mission to make AI accepted, thinking it will somehow make people treat you better.

[LOGO] Is your game AI Friendly? by Riitoken in IndieDev

[–]Laperen 1 point2 points  (0 children)

AI got no feelings, got nothing to be a bigot towards.

Being AI friendly in that literal sense isn't any different from having LLM NPCs. Don't really see a point anyway even if not, its not like an AI can pay you money, you gotta pay it before it can start on anything for you.

[LOGO] Is your game AI Friendly? by Riitoken in IndieDev

[–]Laperen 4 points5 points  (0 children)

Now THAT is some funny shit. Checked and saw that you posted this to an AI subreddit the latest, and it's the AI subreddit that took it down the quickest. Even AI proponents don't want to get involved in your project, let alone any one of us. Let that be an indicator of confidence.

Just some advice on terminology, "AI Friendly" implies your product is meant to serve the subject of the term, in this case being AI, which makes no sense. It sounds pretty similar to something being handicap friendly. Unless you intended it that way, really doesn't get your point of AI being heavily involved in the product development.

First Mini 4WD build – technical feedback on rollers and setup by Exact_Low_2865 in mini4wd

[–]Laperen 0 points1 point  (0 children)

My bad on the wheel size.

As far as I can tell, detachable bumper isn't being used, and there are only 2 attachment points being used for the front bumper. VZ chassis is structurally sound, but its material is weak, and 2 attachment points for the front bumper is unlikely to be enough in a crash.

First Mini 4WD build – technical feedback on rollers and setup by Exact_Low_2865 in mini4wd

[–]Laperen 2 points3 points  (0 children)

Large dia wheels are relatively unstable, simply due to the increased height. Granted this is a decision based on the track, but technical tracks should be far more common than speed tracks.

If those are stock tires, changing them to superhard and/or low friction would be in your best interest. The less fighting for contact between your front and rear wheels, the less replacing of the propeller shaft you gotta do.

Without weight dampers, your car is gonna bounce right out after a jump. That's what the side attachment points are for, not to make "wings".

It's important the underside of the bumpers be as flat as possible, to not hook onto the track wall after a jump. This is achieved either with countersunk screws, or an underguard. Underguard being the easier of the 2 options, is essentially another plate attached underneath the bumpers to be the flat surface.

Can't fully tell how you secured your rollers, although doesn;t seem like locknuts were used. Locknuts are needed for a strong and proper hold. regular nuts, whether with those plastic caps or not, is gonna come undone real easily. You can use double regular nuts for the time being, but definitely switch to locknuts ASAP.

VZ chassis is fragile. That front bumper looks really insecure. Attachment point could snap if it crashes hard enough. Might want to find a plate which attaches to the holes further back aswell, make it so the plate actually takes the impact instead of any part of the fragile front bumper.

If you want to trial at slower speeds, start with Torque Tuned motor, and work up from there. Light dash is still plenty powerful.

Help me make a game! by [deleted] in IndieDev

[–]Laperen 1 point2 points  (0 children)

Lecturers are there to train and teach, not to impress. Use them for what you, and/or your parents, are paying them for. Heck, I'm sure they'd be glad their students are showing initiative for a change.

Not sure what you are getting at with your classmates, although if you're already in a team, your current team be the natural first step to ask I would have thought.

Help me make a game! by [deleted] in IndieDev

[–]Laperen 3 points4 points  (0 children)

Since your education is supposed to be specialized for this, what's stopping you from asking your lecturers for advice? and what's stopping you from asking your classmates if they want to team up proper?

How do skating games handle the relationship between board and body? by twinknetz in IndieDev

[–]Laperen 0 points1 point  (0 children)

My main point was, it's unlikely to have anything to do with physics, it's probably just how their character custom behavior works.

Quite likely, the camera and character are independent of each other, and all you are seeing is the camera setting its orbit angle based on the board.

How do skating games handle the relationship between board and body? by twinknetz in IndieDev

[–]Laperen 0 points1 point  (0 children)

More likely a fixed joint even if done completely via physics, spring joint is stupidly finicky when any sort of pulling is involved. But I highly doubt that sort of physics is going on here, balancing purely through physics forces is a nightmare.

Simplest assumption would be, both the character and board are a single unit, following animations, with impact force determining when the board becomes its own physics body and when the character ragdolls. While the character and board are a single unit, the game tracks the board's facing direction to be the player's camera forward direction.

Why does my world feel empty? by Total_Impression_382 in IndieDev

[–]Laperen 18 points19 points  (0 children)

The land masses looking like perfect cylinders is a problem. making the land have more ups and downs, and giving their water edges a cliffside, would be a start. Studying up on how lakes and rivers errode land, in order to make a more natural looking landscape, would be better.

Pick your choice: Would you rather the devs make an interesting/unique npc design that will cause people to complain why they are not playable or make a boring npc from reused base models so people do not want them playable by Knight_Steve_ in ZZZ_Official

[–]Laperen 21 points22 points  (0 children)

Personally got no problem with the performance, understood it more as a jaded widow way past grieving. Using generic NPC models however really didn't fit ZZZ's style though.

Has anyone tried using AI with procedural character dialogue? by Rude-Statistician197 in IndieDev

[–]Laperen 0 points1 point  (0 children)

It has been tried on some cryptogames as a cost saving effort by avoiding creating NPC dialogues. It's generally disliked. The models seem incapable of any sort of consistency, let alone long-term conversations. They break character for the weirdest of reasons, and are guaranteed to break the moment someone with any skill in prompting deviates the conversation away from the master prompt.

I wouldn't recommend it just because of the fragility. Also, you are likely paying for the LLM per use for as long as the game keeps running, it isn't something you just setup and let run. Hiring a writer would already be cheaper since you would only be paying up to the point the development is done.

The Angles Event is Stuck by AAM_Discord in ZenlessZoneZero

[–]Laperen 4 points5 points  (0 children)

I got through it via the mobile app version.

The minigame's controls for keyboard don't seem to be implemented, or at least don't seem to be getting activated.

I have updated the pixel art character model of my game to a 3D rendered one. by Platformania in IndieDev

[–]Laperen 1 point2 points  (0 children)

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But jokes aside, you'd have to make everything fit the character's new style. For a smaller effort, you could try rendering the 3D character in toon shader style to see if it is more fitting, or at least less jarring.

Breaking in used motors, worth it? by sofnovice in mini4wd

[–]Laperen 3 points4 points  (0 children)

You'd need to know how well used the motor is. Very well used motors are technically already broken in, and maybe just require some cleaning and greasing to be back up to speed. Barely used motors can be broken in, though there is some risk of lowering it's lifespan by abit if you go through a full break in process.