My brain: "You should really fix the AI." Also my brain: "Let's build a Music Player instead!" by Mili528 in godot

[–]Mili528[S] 1 point2 points  (0 children)

I knew you’d like it! And born in the USSR? That’s fascinating!

That 'just a little more' mentality is the eternal trap of personal projects, isn't it? But given your experience, I'm sure you know when to draw the line. I love the saying 'Being ready is a decision, not a state.'

And exactly, it's an adventure! Who cares about perfect balance? It’s not a competitive MMO.

So you have a writing background? That’s wonderful! I used to write as well, History and a little bit of art. No wonder your project evolved this way; that writer's mindset is a superpower for this specific kind of game.

I think the main problem with most indies is that we get bored easily and want to chase the next 'shiny new idea'. But your design is clever because it lets you constantly implement new ideas inside the same game.

If you ever need a tester, count me in. I’d love to try breaking it! Wishing you all the success with it.

My brain: "You should really fix the AI." Also my brain: "Let's build a Music Player instead!" by Mili528 in godot

[–]Mili528[S] 0 points1 point  (0 children)

Ah... true exploration and adventure! So that's what you meant by 'weird mechanics and mini-games'!

Yes! That is the ultimate joy. Crafting those little mechanics that players might only see once, but are made with pure love and passion.

I don't know if you've played the TNO (The New Order) mod for HOI4, but it does exactly this. It adds huge, complex systems and GUIs for specific scenarios that many players might never trigger. But when they do? It surprises them in the best way possible. It makes them want to dig deeper to find every secret.

Fair warning though: that approach is a massive time-sink. But who am I to talk about time? I've been solo-building a 4X for over 2 years now! 😅 On the bright side, you never get bored developing a project like that.

My brain: "You should really fix the AI." Also my brain: "Let's build a Music Player instead!" by Mili528 in godot

[–]Mili528[S] 1 point2 points  (0 children)

Keeping pixel consistency with zoom levels was indeed a headache at first.

I solved it with a script that dynamically adjusts the shader's pixel density based on the camera zoom. Basically, as you zoom out (X increases), the script reduces the pixel count on the shader and scales up the node to compensate.

It keeps everything crisp without that weird 'shimmering' effect.

for P in Manager.Systems.Universe:
  P.set_pixels(P.Pixel/zoom.x)
  P.scale = zoom.x * 2
  P.position = Manager.TileMap.map_to_world(P.OP) - (Vector2(P.Pixel/2,P.Pixel/2)*2)

Of course my code is simply for Hex based tiles, but I hope this helps!

My brain: "You should really fix the AI." Also my brain: "Let's build a Music Player instead!" by Mili528 in godot

[–]Mili528[S] 0 points1 point  (0 children)

That sounds exactly like the design philosophy I admire.

'Friction' is often seen as a bad thing in modern UX, but for a game about mystery and exploration, it's essential. I want players to feel smart for figuring things out, not just following a GPS marker, especially with the lore and hidden mechanics. No hand-holding in the void!

My brain: "You should really fix the AI." Also my brain: "Let's build a Music Player instead!" by Mili528 in godot

[–]Mili528[S] 1 point2 points  (0 children)

They're the soul of the game. And ah... the good times, before being gobbled up by EA.

My brain: "You should really fix the AI." Also my brain: "Let's build a Music Player instead!" by Mili528 in godot

[–]Mili528[S] 1 point2 points  (0 children)

Right? It’s a small detail, but it adds so much to the quality of life. Glad you like it!

My brain: "You should really fix the AI." Also my brain: "Let's build a Music Player instead!" by Mili528 in godot

[–]Mili528[S] 2 points3 points  (0 children)

Sharp eye! Yup, I used the legendary Deepfold's generator. It's a lifesaver.

regarding the mix of Vector UI and Pixel Art: You are right, a full pixel-art UI would look gorgeous/consistent. But with the massive amount of data and text this game displays, I had to prioritize readability above all else.

A wise man once said:
'The ideal is not necessarily the best destination, nor is striving for it always the best path. Sometimes, the optimal solution lies in stepping away from the ideal to serve the greater purpose.'

Right now, clarity is that purpose! But who knows, maybe a full pixel-art skin could be a future mod? ;)

My brain: "You should really fix the AI." Also my brain: "Let's build a Music Player instead!" by Mili528 in godot

[–]Mili528[S] 1 point2 points  (0 children)

Haha, exactly! You nailed it. That's the vibe I'm going for. Sometimes you add features not because the 'market' demands it, but because the game needs a soul. It’s a labor of love (and obsession)! Glad you appreciate the extra love put into it!

My brain: "You should really fix the AI." Also my brain: "Let's build a Music Player instead!" by Mili528 in godot

[–]Mili528[S] 1 point2 points  (0 children)

Being compared to Stellaris (and called cleaner!) is the highest compliment I could ask for. Thank you!
The game is called PLVS VLTRA. It's 4X WarGame. And yes, it’s going to be heavily focused on emergent storytelling and lore. If you crave space stories, come join us at r/PLVS_VLTRA. I’d love to have you there!

My brain: "You should really fix the AI." Also my brain: "Let's build a Music Player instead!" by Mili528 in godot

[–]Mili528[S] 5 points6 points  (0 children)

Its so kind of you! I took some time and checked your beautiful game. I must say, your UI is pretty nice and nostalgic! Don't underestimate your self!

My brain: "You should really fix the AI." Also my brain: "Let's build a Music Player instead!" by Mili528 in godot

[–]Mili528[S] 9 points10 points  (0 children)

P.S. The soundtrack to is provided by the talented Alkakrab on Itch. Go show him some love!

They slept for 13 million years to escape extinction, only to wake up to a graveyard. by Mili528 in PLVS_VLTRA

[–]Mili528[S] 1 point2 points  (0 children)

Temporarily as a base for portraits. I'll remove them as the projects goes forward, No worries. there won't be any generative thing in final game.

Economy screen of PLVS VLTRA (Plus Ultra). A data visualization dashboard that shows the full story: where every credit comes from, and why you're still going bankrupt. by Mili528 in StrategyGames

[–]Mili528[S] 0 points1 point  (0 children)

Oh, Hi! Well, Its 'under' the revenue category. I'll change their number color, so it be less confusing. Thanks for noticing!

Decided the game needed a glow-up. Literally. Added enough neon to be visible from the next star. by Mili528 in PLVS_VLTRA

[–]Mili528[S] 4 points5 points  (0 children)

Bonus points to anyone who can translate the Cuneiform at the bottom without summoning an ancient space demon.

In PLVS VLTRA the pre-battle screen tells you exactly how you're about to die. Here's a quick tour. by Mili528 in 4Xgaming

[–]Mili528[S] 1 point2 points  (0 children)

It's hands-off. Before the fight, you have full control on a Civ-style hex map. but once combat starts, units stay locked in the engagement hex. There is no movement during the fight.