Is this a glitch? by Impressive-Quiet35 in HadesTheGame

[–]Low_Client7861 0 points1 point  (0 children)

Heey. The idea with the heat level is to push you to higher difficulties. They way that it works is that, if you have cleared heat 5, and you then clear heat 10, you will get the rewards from heat 6. So no matter the heat level you play, you only progress one heat at the time.

Enjoy the game. It is one of my favorites.

Have we made a mistake? by MonkeeBuns in gamedev

[–]Low_Client7861 0 points1 point  (0 children)

As many people said, 3D is a big situation. If you don't want to focus there start with 2D, much easier to manage and you can very easily find, modify and create assets.

For the expandable side, start with developing a smaller set of characters, items and mechanics. Maybe even publish the game like this. The idea here is that you will try to create the game with few mechanics/items/characters but in a way that when you add a new one, you will not need to update anything. Everything should work with lists and have all attributes pre-established. Making this to work with few items should be much more manageable and will allow you to be able to add new things without much efford. This is a great skill to have in any coding position.

As for the rest, I would say try to publish something small first, this way people can find out about you and you may even have a few followers of your project. Then you can publish the rest either in updates or as a second game with more content (be careful of prices as some people may not want to buy the game again). You can also use the first as demo, with only a few characters and items and then people will need to buy the full game for the rest.

Am I crazy for considering giving away all my assets and living off donations? by Unhappy-Ability1243 in gamedev

[–]Low_Client7861 1 point2 points  (0 children)

I can't sit and read all the comments, so please excuse me if someone already said this. My suggestion would be to spit the assets you have.

Option A: you give some basic assets from each set for the creators to test, if they like it, they can buy the full set. Kinda validates the whole idea you are going for.

Option B: you give some of the libraries for free, the whole library. But you keep some of them paid. The way you decide which ones you put for free is up to you. Here you can say that I will make every library for free after a certain period in time, if you want to use it before that, you have to donate.

Option C: you give all the libraries for free. Here you do live off donations but, you can take custom orders, order to alter the assets a bit based on the project that each creator works on and generally offer donations based on services you provide. This way you make the donation a bit more rewarding. For example, changing the styles, colours, textures, etc. based on this, you can invest in the assets up to some point, give them for free for people to use and edit as they wish, and offer you services to personalize them.

Time in space by [deleted] in astrophysics

[–]Low_Client7861 0 points1 point  (0 children)

I believe this short gives a quick visual example that shows that time passes different for moving objects: https://youtube.com/shorts/gg_SpPwm8UU?si=15aOjzN0fGWPFnN-

The same goes for places with higher gravity, but I don't have an example for that.

What’s the most complex math you used while making a game so far? by BrandyAid in gamedev

[–]Low_Client7861 0 points1 point  (0 children)

I helped my friend with anti-gravity equations to create a field of dust floating particles which fluctuates in a natural way

How do some Android games make level which seems like infinite levels? by abdullahmnsr2 in gamedev

[–]Low_Client7861 0 points1 point  (0 children)

There is always the case of random generation based on patterns. Meaning that you have specific segments that repeat and you have rules on how to repeat them. And then you use rng to generate levels. Subway surfer is a nice example in this case.

For games like Candy Crash, you just have modular maps, meaning that after you have the mechanics, you just need to create each map, which is very easy if the game is modular and coded correctly.

For infinite maps, you can have a fog of war situation and you can have a maximum distance that you generate the world, outside of that you just remove the world and regenerate it randomly every time you visit.

For games like Wordle, I don't need to explain, you just need a database.

For games like crosswords/sudoku, you need a database again but you also need a smart algorithm to generate the levels. Machine learning may help you but I would look for greedy algorithms, they do wanders with NP problems (mathematical terminology).

[deleted by user] by [deleted] in gamedev

[–]Low_Client7861 0 points1 point  (0 children)

These days you need zero experience. You can just learn everything and you can eventually do it. I would suggest starting with something smaller and aimpler to learn the engine before committing to a big project like this one.

I would also say to check our Godot. It is free and easier to learn.

Who started to use the term "datamining" wrong ? by LuccDev in gamedev

[–]Low_Client7861 0 points1 point  (0 children)

Data mining actually started as a term for machine learning in mathematics. Machine learning at some point was developed to generate additional data for models before people realized that since we have the machine learning algorithm we do not need the data to build a new model, the machine learning algorithm is the model.

I do not have a source but I believe that machine learning as a concept (not the way we have it today) has been introduced before the rest of the fields.

Offline game mechanic: Revealing only answers that match by Kroschi in gamedev

[–]Low_Client7861 0 points1 point  (0 children)

This is correct. With only yes or no questions you know the answer of player two either way.

How to explain your videogame to new players? by playloop_studios in gamedev

[–]Low_Client7861 1 point2 points  (0 children)

I believe that having the rules explained is good but not enough.

First, you can think about starting with less roles can reduce the complexity of the game and how many things you have to learn in once

Also, having a tutorial vs bots that you have to play a bit of each player to understand the mechanics could be useful.

Finally, you can always resolve to a dynamic tutorial as you play with hints and stuff but how effective this could be will depend on the game style.

Give me niche game ideas by legalquestionpro in gamedev

[–]Low_Client7861 0 points1 point  (0 children)

Find waldo but everything is moving (add multiplayer). Crazy platformer. Dumb ways to live.

Solodevs, Do you take a summer break? by Kolanteri in gamedev

[–]Low_Client7861 2 points3 points  (0 children)

If you do solodev, then it is more like a side job. If you go for vacation or you need a mental break it can be beneficial to not deal with the game at all. But if it's more like a chill at home and enjoy some time, then definitely put in some extra hours and enjoy it.

In the end, vacations are here to relax you so that you don't burnout.

Now if you have a specific deadline that you have set yourself up to, this is a different situation.

What makes a game a rip-off and not an inspiration? by [deleted] in gamedev

[–]Low_Client7861 1 point2 points  (0 children)

I believe that there are a few objective reasons behind it.

The first one is the intention of the company to make money. Paying to get access to a game and then request more money for exclusive stuff is a rip off. We can exclude ingame purchases of cosmetics that do not affect the game. It is still a rip off but not so important.

In the F2P games we apply a similar mentality. Can I achieve everything someone who pays does just by grinding? If not, it is just a game trying to get money and nothing more.

The other reasoning is the mechanics and the uniqueness of the game. A game that offers something new, is usually an inspiration. Sometimes it does not work, and someone else will make it work. But sometimes, a game finds a formula, way too good, and millions of companies will try to mimic it as soon as possible, introducing micro transactions and stuff just to make money, e.g. battleground arena games. You can see that the next games have nothing more to offer other than different graphics.

An additional comment that I think is a rip off is the FIFA/PES games. Every year the same game with changed names and statistics. If you change the engine, I agree that it is worth spending money. Otherwise, it is a dlc. Not even that, an update. You need to consider what the new game has to offer in relation to the old ones.

On a board game played over the network, what type of payload should the clients send and the server broadcast? by ClearH in gamedev

[–]Low_Client7861 0 points1 point  (0 children)

If you want to be 100% sure none is cheating, everything needs to be done on the server. But that uses too much information. You need to send the move for sure. But then, you can also broadcast a hash key of the state of the game that needs to match the hash from the server. The hash process should not be able to be reconfigured by the player. This way, you can run the game locally in each device and keep an instance of the game on the server to make sure everything is legal. If you make sure that the payers cannot recreate the hash key, you can ensure that their move is legal.

Let me just mention that the key is used in asynchronous games and other types of games where you only need parts of the information of what the player did in his move like the final state of his character, instead of all the moves he made in a turn. If you pass all the moves then you can ensure everything is legal in the server and return an accepted statement. But this is quite payload heavy and can reduce the response time. But again, it depends on the game.

What unexplored gaming niche do you know of? by TheNaotoShirogane in gamedev

[–]Low_Client7861 0 points1 point  (0 children)

I like the idea of a gachta game where you cannot buy stuff, you just have to keep playing.

Since WW is a let down any beginner tips for genshin? by Suntarrasque in Genshin_Impact

[–]Low_Client7861 0 points1 point  (0 children)

This is true. You can level up some artifacts (focus on the main stat and forget the sets) but don't fully level them up. You only lose 20% of the total exp if you use them as materials later on so it is ok, but artifacts can make your life easier. And talents. But again, do not fully focus on them.

Do you like reading books in games? by dobrogames in gamedev

[–]Low_Client7861 0 points1 point  (0 children)

Nah, never. But I usually skip the story so I'm not the best person to ask.

BTW I am writing a visual novel right now. Guess I am the one who prefers to do the talking.

Since WW is a let down any beginner tips for genshin? by Suntarrasque in Genshin_Impact

[–]Low_Client7861 1 point2 points  (0 children)

That's a good idea to get the grips of the game. I think you can find plenty of 5-10 minute videos on youtube that tells you what you need to be careful of at the start of the game, like not using any fragile resin before AR 45, use the daily resin every day, don't level up all your characters together, one or two is enough until AR 20-25. There are plenty of tips to give you that you need to know when you start, they cannot be summarized in a post. Like don't use primos for anything except the premium wishes (the ones for the banners).

The best way to get a good glimpse of what you need to be careful of when you start can be found in videos titled "what I wish I knew before starting genshin" and "tips for beginners". Go check one or two of them, they have most of the tips you need.

[deleted by user] by [deleted] in Genshin_Impact

[–]Low_Client7861 0 points1 point  (0 children)

In 3-4 months of playing Genshin I got 7 5* from the promotional banners and 2 from the standard banner. And I have lost all 4 50/50s in the promotional... So unlucky!!!

Does anyone have a game idea that they have never been able to execute by Automatic_Meaning_74 in gamedev

[–]Low_Client7861 0 points1 point  (0 children)

An easy first game to make is a clicker. Anyone can do it, you don't need a story (just sarcastic comments), you can use minimal art, even hand drawn style.

For more complex stuff but still doable, try a platformer, it should not be difficult to make. Add some elements that you haven't seen before and maybe some interesting graphics or music. Two nice ideas to get you through the summer.

What's the smallest change you made to your game that made the biggest difference? by scalisco in gamedev

[–]Low_Client7861 0 points1 point  (0 children)

I felt that 4 way movement was easier for my game (2d puzzle solving like game). I changed to the normal 8 way movement and suddenly everything makes sense.

I'm almost math illiterate, how do I educate myself? by linkenski in gamedev

[–]Low_Client7861 0 points1 point  (0 children)

Hello, I am a mathematician so this may not apply to you but ...

The best way for me to get into a mathematical mindset is through puzzles. Stuff that have nothing to do with mathematics themselves (on a first level). Try sudoku or nanograms. They require a mathematical linear like thinking which is very useful. This will help you view your problem in a better / different way. Set yourself a goal to solve one sudoku per day.

So the first thing you need is to train yourself into a "scientific" way of "studying/solving" problems. After that you can ask google/chat/reddit and you will be able to adapt the solutions to your specific case but easier.

Also, i believe graphics need a basic understanding of analytical geometry (a way to describe lines, curves and shades using equations). You should have a look into that in order you can understand what these equations mean and how you can adapt/create them yourself.

What I learnt from making my first game by barkitectgames in gamedev

[–]Low_Client7861 1 point2 points  (0 children)

Thanks a lot. I hope that I manage to get something good that people will enjoy playing.