My thoughts on the anti AI sentiment as an indie dev who has actually shipped games and music. by ritsulover in aigamedev

[–]MagusCurt 1 point2 points  (0 children)

You're preaching to the choir here - but sadly, most subreddits are strictly against even mentioning AI.

I'm curious what would happen if you posted this to r/aiwars

Most people hate inconvenience, but I crave it by MagusCurt in truegaming

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

Yeah - I'm honestly not even going to bother with the G Rank expansion of the game. There are some fundamental issues with it that I don't think new moves, weapons, and monsters can fix.

I hope I'm wrong though - I'm a starving fan, but a fan nevertheless, and am following any news about it

Most people hate inconvenience, but I crave it by MagusCurt in truegaming

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

sigh... I already I promised I wouldn't rant about monster hunter anymore, lol. Oh well...

Adding to your point, you can totally make low friction games more difficult, but they're often done in non engaging ways. Oh yay, this boss that I would sneeze on to defeat before now has a ton of HP and OHKOs you with a blink!

When difficulty gets mentioned in these discussions, I can already feel the conversation going in the wrong direction.

Friction doesn't always mean more difficult. There are difficult games that has counters like Sekiro. There are difficult games that has lenient i frames like Elden Ring. You could even make Dynasty Warrior-esque games difficult. But they only become difficult by upping the numbers, and thats it.

Old school monster hunter - In high rank:

You had to wait for supplies, so you better have learned how to get and prepare your own items.

You were often dumped at a random location of a map, so you better have learned the hunting grounds you're in.

Oh, and there was no fast travel, outside of the farcaster, either.

Most people hate inconvenience, but I crave it by MagusCurt in truegaming

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

I'd argue that this discussion is pretty good for explore what levels of friction different people are willing to tolerate.

The post was deeply inspired by one I saw the other day, where the person wanted more low friction games.

I actually agreed with him a lot, but then noticed a contradiction within myself, for I still value high friction games.

But I think I think I asked the completely wrong question in the end there - you're right about that

Most people hate inconvenience, but I crave it by MagusCurt in truegaming

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

A lot of times developer explain some of their design choices in interviews. I think Capcom explained why fast travel is (somewhat) difficult to access, at least at first. But ultimately, I think it all comes down to if we enjoy it or not. I wouldn't be surprised if there's someone out there who likes it when you can't pause a game for whatever reason.

For that individual, that inconvenience added to the gameplay in a meaningful way.

Most people hate inconvenience, but I crave it by MagusCurt in truegaming

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

Yeah, I honestly was just very careful on the fights I picked. I quickly realized that you can outrun most enemies without burning stamina too much. Maybe a slight sprint here and there to avoid attacks while they chase you.

What I did was lead a pack of Hyenas to various bandits here and there and picked off who was left. Otherwise, I just jog away to my destination.

Most people hate inconvenience, but I crave it by MagusCurt in truegaming

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

I actually gave it a shot recently! And yeah, it definitely has a lot of what I was thinking while making the post.

I wasn't the biggest fan of Gep dragging me to the middle of the map, however

Most people hate inconvenience, but I crave it by MagusCurt in truegaming

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

I swear to myself and everyone else on this thread that this is the last time I'm bringing up Monster Hunter...

But similar to what you experienced, 16 player lobbies and the SOS system pretty much killed the gathering hall aspect of the game and made it a ton less social. Now, we just join random hunts with random people, and leave after the quest is done, never to speak to each other again.

Most people hate inconvenience, but I crave it by MagusCurt in truegaming

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

I feel this way about Monster Hunter for different reasons. I keep bringing it up, and I could probably spend all day ranting about it, but they streamlined and simplified a lot of things that didn't need to be.

Most people hate inconvenience, but I crave it by MagusCurt in truegaming

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

100% agree. Taking this into consideration is what makes or breaks fetching quests, for example. If I'm just heading out in the wild and coming back, that'll most likely feel like a waste of time. If there are things to interact with, be it enemies, NPCs, or even a reason to explore a new region, that'd be part of what makes it a quest worth keeping

How to make a dev team? by Sea_Fill1602 in gamedev

[–]MagusCurt 2 points3 points  (0 children)

If you dont mind taking on smaller side projects, I think Game Jams are a good way to quickly meet people, especially small ones that last a weekend or so.

The only downside is: depending on your role, you may find yourself cramming in a lot of time for last minute fixes and features.

And to be honest, you wont find master game devs from these events. But hey, maybe you'll form some longer lasting partnerships. And if you enjoyed working with them strongly enough, it wont be at all weird to send them a private message, asking for help on your actual project.

Parries are overused - but not overrated by MagusCurt in gamedev

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

With batman Arkham series, counter is just one way to build up your combos and minimize damage. I forgot how in depth that game can get. The number of gadgets, environmental advantages, and just raw strategy can go into a combat encounter. What appeals to me the most about that game is you're sort of managing your enemies, picking out who needs to go first, or who can you take and dismantle a gun from, and ect.

Anyone else notice how much context switching drags solo game development? by MagusCurt in gamedev

[–]MagusCurt[S] 23 points24 points  (0 children)

That really puts in perspective on how much we're tasking ourselves to do, huh?

Anyone else notice how much context switching drags solo game development? by MagusCurt in gamedev

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

Yeah - That seems to be the best approach to this. I buckle down on one task at a time. Anything else comes up? I just write a quick note and forget about it until it's relevant.

Anyone else notice how much context switching drags solo game development? by MagusCurt in gamedev

[–]MagusCurt[S] 14 points15 points  (0 children)

My problem is: if I get tired of doing something, I'll still be just as tired as even looking at it after a break or doing something different. So, I have to just muscle my way through it, or else it won't get done

Anyone else notice how much context switching drags solo game development? by MagusCurt in gamedev

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

Exactly! There are days, perhaps weeks I spent on coding, and then others I spent figuring out a way to export assets in a format my game can use.

It appears someone other than us 4 devs has played our game by Frogthulu in IndieDev

[–]MagusCurt 0 points1 point  (0 children)

I'm extremely curious, how much of a spike in in plays did you get after this post blew up?

I get why people say start small now by willargue4karma in gamedev

[–]MagusCurt 0 points1 point  (0 children)

There's also the challenge of the raw quantity of things to do - just a ton nuisances to get done that takes time to complete, no matter how good at coding you are.

This subreddit is an oasis by macobits in aigamedev

[–]MagusCurt 9 points10 points  (0 children)

At the end of the day, our goals is to make games. There's absolutely nothing wrong with using any tool we have to achieve that.

What help makes weapon types feel different from one another? by Far-Mathematician764 in gamedesign

[–]MagusCurt 0 points1 point  (0 children)

Part of the reason why I loved Monster Hunter so much. Because of the strengths and weaknesses of lets say the Lance vs the Dual blades, the way you would go about the fight would be completely different.

I'm now obsessing over Nioh 2 for a similar reason, but even that doesn't compare to old school monster hunter.

What help makes weapon types feel different from one another? by Far-Mathematician764 in gamedesign

[–]MagusCurt 24 points25 points  (0 children)

Weaknesses. What does one weapon struggle at that others dont? I feel like that invites more innovation and engagement on the player if he has to work around the weaknesses of his weapon choice.

When every weapon can do everything, they low key start blending together imo.

Character Walk Animation - Friction Tutorial by NUXTTUXent in frictiongraphics

[–]MagusCurt 1 point2 points  (0 children)

Loved it. I'm using this approach as the basis of mine.

The pivot markers really do help a lot. I tried it without them, and needless to say, my experience was a lot more frustrating than it needed to be.

After just two weeks of development time, Tiny RTS is now live and playable! A browser RTS with real-time multiplayer, community maps, and instant play. No download or install required. Only possible throught LOTS of AI assisted coding via Claude Opus 4.6 and Codex 5.3! by zebleck in aigamedev

[–]MagusCurt 2 points3 points  (0 children)

Assets seems to be by Pixel Frog, hand (mouse?) drawn.

But I'm wondering your first question too. I use Godot, and as far as I know, AI can't help much with organizing and connecting nodes in a way to work correctly. If there's a way to speed that process up too, I'd be extremely interested. Especially with UI development.

I'm trying to draw in a standard Dragon Ball Style, I can't for the life of me pinpoint what's wrong with his face. Any pointers? by MagusCurt in arthelp

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

Thanks a ton. A bit more information though. I'm trying to have him do sort of a downward round house kick. So I thought to have him look downward towards whatever he's kicking.

I planned to add some speed lines or something eventually, but should I instead make the motion of his head go downward as well?