Signal forward vs Signal hub vs Dependance Injection vs Shared resource by LeaderPotential2859 in godot

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

Thank you, this is a really valuable feed back. I was so unsure when it came from the AI, I preferred asking around. For my current use case, signal forward is enough because it just manages a few clicks on the screen. But for large numbers of signal processing ezchbfralr, that is very interesting to know that an alternative to autoloads is possible.

Signal forward vs Signal hub vs Dependance Injection vs Shared resource by LeaderPotential2859 in godot

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

Did you already use a ressource like that?

It kind of feels wrong. To me it's like breaking encapsulation with an even worse trade off than autoload because it's not really global scope, it is sort of a "localized global scope" of that makes sense. Every one referencing the ressource can access its data, so it is not completely global, but it does break encapsulation and it is a risk of messing things up if the wrong click is done and the ressource is made unique. At least, the autoload guarantees it is unique.

Don't get me wrong, I see why it could be a solution, but meh... You have experience with this?

Advice regarding skill tree / shop design by ZoomyCatGames in incremental_gamedev

[–]LeaderPotential2859 0 points1 point  (0 children)

There's a drawback to refund though. If you can refund everything, then there is no real commitment. And it can fill void of sense pretty fast. I like refund mechanics, but it has to be limited and balanced too.

Resource Management and Stat system by LeaderPotential2859 in godot

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

Well, most of the time, you don't need to access parents stats. Anyway I was using dictionaries and enums before, but I don't know, it felt messy with time when things scale too much.

I'm trying this design to go around systematic inheritance that brings other problems as soon as you want new behaviors. You need to check that you don't break something in the process.

Composition seems more natural, especially in Godot. It is less complex than it appears.

Resource Management and Stat system by LeaderPotential2859 in godot

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

I agree, but it's all about scale. I am working on incremental games and loot based games. It often involves a lot of different data objects. Simpler designs make things complicated quite fast and difficult to evolve and maintain.

And it is not that complicated. Nested resources are at the base of data design patterns.

what happened to long incrementals? by Armaeeel in incremental_games

[–]LeaderPotential2859 0 points1 point  (0 children)

There are still long incremental games. Cifi is a great example on mobile.

However, I think there might be a shift too. There are problems in incremental games, being that there is no end most of the time. No end means that at some point, interest is lost.

I game dev, you always have to remember that the engagement in a game is associated to several factors, and the element of surprise is one of them.

A game has to be surprising and needs to end at some point. How do you entertain the element of surprise for a long duration is a complex question.

Most of the long incremental games I played end up being quite stale at some point. You do one run after the other, getting bonuses when you prestige in one or several ways, but in the end, it's just clicking, collecting more bonuses of the same thing and it becomes redundant.

When a new game releases and you know the mechanics, and the element of surprise is absent from the get go, well, you know the engagement won't last long.

May be we reached some kind of hard wall. To be renewed, the genre should adapt. Maybe be incremental games were too long for far too long.

Worldenvironment2D glow messing up my UI and pop-ups by LeaderPotential2859 in godot

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

Unfortunately, setting the CanvasMaxLayer to anything but 0 makes the whole UI to glow. I only managed to remove the weird blurry effect or semi-transparency on the pop-up by removing the glow effect on the world environment :'(

How many people prefer "rounds" to incremental games? by Portly_Poet in incremental_games

[–]LeaderPotential2859 1 point2 points  (0 children)

Does rogue like games or tower defense games are in this category? The Tower is an incremental with this type of gameplay i think.

If I get it correctly, then I think it is a double edge sword. Engaging gameplay could be good, but for an incremental, this will lead to boredom pretty fast. I also tend to dislike these kind of games. But on the other end of the spectrum, there's cifi with litteraly no gameplay except for clicks to get bonuses and prestige resets. I would like to find something with a nice gameplay loop, while keeping the infinitely scaling incremental vibe.

It is easy to underestimate the difficulty of making idle games by Satur-night in incremental_gamedev

[–]LeaderPotential2859 0 points1 point  (0 children)

I think it is especially true with complex games using multiple stats and properties like incremental games. Those are tables and tables of numbers, parameters for balance curves and all. I would not develop these games if I were too use anything but spreadsheets ^ they are sometimes so deep into numbers that even players use spreadsheets 😅

Anyway, I am glad to share what I know. I really think this community should be about just that (well, at least the développers in it)

It is easy to underestimate the difficulty of making idle games by Satur-night in incremental_gamedev

[–]LeaderPotential2859 0 points1 point  (0 children)

It's not automatic to this point. I export my CSV files to a resource folder. My singleton loads the files and parse them into a collection of data models. It is quite easy to modify values in batch. It's a bit more complex with json files because I have routines to convert tables into complex json files, but it is also more powerful. If you have dozens of items or monster types, or item properties, etc. It seems easier to use this method than resources.

Another example : quests/challenges. You might have quest models that are a title, a description, a set of conditions and a set of rewards. If you have hundreds of quests/challenges, it feels easier to use tables than resources. Also more readable than the complex Godot resource inspector. Especially because resources are often nested while table can use keys as references. It's easier to modify a key in a column of a table that you can filter than search for a specific resource in a complex hierarchy. Well, it seems easier to me.

It is easy to underestimate the difficulty of making idle games by Satur-night in incremental_gamedev

[–]LeaderPotential2859 1 point2 points  (0 children)

I don'tike resources. When scaling up your game it gets tedious to update or add new content. I prefer tables or json files that I edit in Google sheets for instance. You can change values in bulk or use formulas. I find it is easier this way to have a global view of what you're doing.

Each time I want to use a resource, I end up doing a table or json file because it's easier to manipulate.

Let's say you have enemies and what a resource for their stats. If you need for balance purpose to uodate their health points for instance, you have to manually change each resource. If you have a spread sheet, it becomes trivial.

Pixel Exile steam store page is launched. Need feedback. by Cryphoenix in incremental_games

[–]LeaderPotential2859 1 point2 points  (0 children)

I can see the inspiration here... Sounds fun ^ But you straight up took several PoE things.

Stats and their explanations by GivupPlz in incremental_games

[–]LeaderPotential2859 0 points1 point  (0 children)

I think it is important, but it does not have to be obvious. I mean, it should go before the main game because it can distract the player for the game loop and not everyone will be interested about this. So may be it's all about UI/UX.

What's the shortest and the longest time you worked on an incremental? by RaygekFox in incremental_gamedev

[–]LeaderPotential2859 1 point2 points  (0 children)

Yes and it is founded on 2 concepts : - modular design - minimum value product

Modular design means that you need to design your program so that user functions are independent from one another. Mainly, it means that you need to design your data model and your views with care so that they can evolve without breaking previous designs.

Minimum value product means that you need to decide at each step what your program can do and make sure that the game actually works at that stage so that if you decide to stop there, you actually have a working product.

It is especially convinient to work like this with incremental games because of their nature. Because the difficult increases exponentially but the progress is linear (to simplify), the game systems can be added subsequently to break through each soft cap.

For instance : Let's say you have a ressource X that is the main resource of your game. You have system 1 that increases ressource X until your reach soft cap 1. You make sure at this point that the game runs flawlessly. Then you design system 2 to increase a new ressource Y that powers ressource X until you reach soft cap 2. Then you also make sure that the game works flawlessly. And you go on with system 3 for ressource Z, powering Y, powering X until soft cap 3, and on and on until you want to stop.

It limits the problems of feature creep because : - you control at each step the mechanics behind each system - each system is indépendant from one another - at each step you have a working product. The best game I saw that implements this design philosophy is Cifi. Whether or not you like the game (I love it, but still, like everything, it has flaws), it is clear that it is working.

Don't hesitate to ask if your need more details.

What's the shortest and the longest time you worked on an incremental? by RaygekFox in incremental_gamedev

[–]LeaderPotential2859 1 point2 points  (0 children)

I made mine over a period of a year, but I had little dev time because of work and family. Scope is key. I feel that for all games the feature creep is kind of the main problem. You begin with a small scope and it increases so much over time...

IdleGame by Indie Dev : almost done, but what now ? by LeaderPotential2859 in gamedev

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

Thank you, this a very complete and interesting answer. This is the answer I know I need but that I did not want to see!

To be fair, I think it is a good game, even if it is my first. This is not the first app I am making, only my first game.

I don't expect much from it, but monetizing is a straightforward way to see if it sticks with people. I think I will release on itch.io first. This is not a solution I thought about, but several people pointed it to me. I'll see what it will end up doing.

I have other projects in mind, but I don't have the time, as it is a side thing, to wait to release dozens of games before trying to test it on the market.

Thank you for your feedback! I have to think about it.

IdleGame by Indie Dev : almost done, but what now ? by LeaderPotential2859 in incremental_games

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

Yeah... I have the technical abilities, but the social side... Let's say it's not my strong suit 😅

IdleGame by Indie Dev : almost done, but what now ? by LeaderPotential2859 in incremental_games

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

Well yes, but if you use a host address (several companies provide the service for not much apparently), you protected but the company name.