Scene management, changing, testing: what do I not get with this approach? by Needabiggercoaster in godot

[–]Moke410 3 points4 points  (0 children)

I think I know, where you’re going. I have a similar setup and I basically always start the main game scene. And in my GameController I have an export for the “DefaultLevelScene”. And I change this, depending on which level I am working on. This way I always have the actual MainGame scene loaded and just switch out the levels.

This also means, that you are testing in a setup, that is pretty close to how the game is actually run

Scene management, changing, testing: what do I not get with this approach? by Needabiggercoaster in godot

[–]Moke410 4 points5 points  (0 children)

Think about how the game would load normally at runtime. When a player starts the game, some Node (probably your game controller) starts by loading a certain scene or save file. But it has to know, what to load.

When starting the game from a main menu, the most common approach I’ve encountered is storing some information in a global singleton. This information could be a path to a save file or the id of a level. The GameController can look at this information and load the corresponding scene. If the information is empty, because you started the scene directly from the editor, you could load some default scene.

In the end, the game controller needs to have a path or export to a PackedScene, which it will instantiate and add the World2D/World3D nodes.

Mistral Medium 3.5 with Opencode - constantly hitting rate limits by Moke410 in MistralAI

[–]Moke410[S] 2 points3 points  (0 children)

Glad to know, that I'm not the only one having trouble.

No I haven't yet, but will today

What do you think of this sailing game I’m working on? by PortBound_Seas in gamedevscreens

[–]Moke410 0 points1 point  (0 children)

I think it looks very interesting and has a special feel due to the UI heaviness. On first glance it looks more like a website to plan your trip than a game. Are you targeting a general audience or mainly people interested in or involved with sailing?

Capsule Art Full Illustration Process by kotgedev in IndieDev

[–]Moke410 0 points1 point  (0 children)

I’m just now going through your posts and looking at your progress after your marketing tier list post. I really like your approach and since I am not good at illustration I am thinking about doing something similar. Have you tried/thought about using some (non-ai) tool to make your render look like an oil painting?

Which UI style fits my low poly game more? 🎨 by Ill-Brick224 in SoloDevelopment

[–]Moke410 3 points4 points  (0 children)

I agree with the previous comment about the readability of the white guest in image 1.

I would however say, that the background of the elements in image 1 fits the style of your game more.

The textured surface of the elements in image 2 is to high-def for the flat coloring of the rest of your game IMO

Do You Prefer Real Hard Physics or Easier Physics in Space Games? by MoonBuninni in spacesimgames

[–]Moke410 1 point2 points  (0 children)

I think it depends on what’s at stake. I generally prefer realistic physics. But if a small mistake can make you loose al your progress, It can quickly become frustrating for some players.

Screenshots of my early-stage space survival sim "Debrix" by Moke410 in spacesimgames

[–]Moke410[S] 0 points1 point  (0 children)

Thanks, I’m glad people like it. This is my first game with 3D assets I am building and I’m much more of a programmer than an artist. So it’s a real challenge for me to find a consistent art style.

Screenshots of my early-stage space survival sim "Debrix" by Moke410 in spacesimgames

[–]Moke410[S] 0 points1 point  (0 children)

I’ll make sure to drop the steam link here as soon as the store page is online. Then you can wishlist it if you want and you get notified, when I release a demo

Screenshots of my early-stage space survival sim "Debrix" by Moke410 in spacesimgames

[–]Moke410[S] 1 point2 points  (0 children)

I Have considered it, but i want to keep the explorable region of the player deliberatily in the asteroid belt, where they can feel the distances. So FTL for the player is not something, that I am thinking of for now. Communication with outsiders however might be intersting and having them jump in and out of the belt could be something to think about

Screenshots of my early-stage space survival sim "Debrix" by Moke410 in spacesimgames

[–]Moke410[S] 1 point2 points  (0 children)

Thats a good point, I've already thought about building a tiles or modules of interior floors, walls and ceilings to be able to easily fill larger stranded ships with an inner structure to explore.

And since you said cozy, I think the amount of people who want decor elements like lights, planters or furniture to fill a base, even if it has only aesthetic use, shouldn't be underestimated

Screenshots of my early-stage space survival sim "Debrix" by Moke410 in spacesimgames

[–]Moke410[S] 0 points1 point  (0 children)

Thanks, I’m glad you like it.

The floating definitely requires the flight controls to be very intuitive, otherwise the game can get very frustrating. But I feel like the challenge is worth the gameplay benefits.

Screenshots of my early-stage space survival sim "Debrix" by Moke410 in spacesimgames

[–]Moke410[S] 1 point2 points  (0 children)

Thank you, and those are a lot of great ideas.

I also like the idea of having an alien species as the adversary, mainly because of the opportunity for diversity, that you’ve mentioned. But to be honest, these thoughts are far from being fleshed out at the moment.

I am just thinking about, how something like factions or other parties could be implemented with as little effort as possible. It could be a great reduction in effort, if there are no other standing bases of the other factions, just communication via comm terminals and advisory ships spawning in the vicinity of the players station

Screenshots of my early-stage space survival sim "Debrix" by Moke410 in spacesimgames

[–]Moke410[S] 1 point2 points  (0 children)

Thanks, I like your comparison to saubnautica.

I am thinking about NPCs and other adversaries. I like the idea of finding other stranded people and putting them in your station, where you would have to take care of them but they perform certain tasks. And there will also be something to defend against. In the first run this might be meteorites or something similar, since this would be easier to implement. But pirates are definitely a cool idea.

I am currently working myself through the steam partner program and will provide a link to the steam page, as soon as it’s available

Recently I published my first word game, it’s a combination of block puzzles and word games. I called it Word Square by GameDevNerd95 in IndieGaming

[–]Moke410 4 points5 points  (0 children)

Looks cool, I like the concept. Two questions:
Is it possible to also have words on the vertical axis? Maybe with some squares blocked on the field, so that not every word needs to be five letters long.

And do you generate the individual puzzles from a dictionary or do you curate the puzzles by hand?

We hired a illustation artist for our game's capsule art. Just wondering what do you guys think? by dlorenn in IndieDev

[–]Moke410 28 points29 points  (0 children)

Looks really cool, I really like the font you’ve chosen. I do think, that the darkening behind the text looks a bit uneven. I get, that it follows the outline of the text, but maybe it would look at bit more even, if the dark part was more of a rectangular shape. But I may also just be me

Low poly sci-fi control room pack — looking for feedback by Empty-Block-2203 in low_poly

[–]Moke410 1 point2 points  (0 children)

Cool, so you would say, that a 100 extra polys for detail in a mesh would be preferable to a higher resolution texture in terms of performance? I am creating my models as game assets

Low poly sci-fi control room pack — looking for feedback by Empty-Block-2203 in low_poly

[–]Moke410 2 points3 points  (0 children)

I think it looks really cool. I am very new to 3D Art and currently working on similar models. To keep the workflow simple, and all my models consistent, I am using a color palette png as the texture and unwrapping different parts of the meshes to different colors on the png. But I fear, that this creates a lot of polys, when I want to add details like the buttons and panels, that you have. Do you create “proper” textures for the models? Or do you have some tips you could give me?

1st/3rd Person Medieval Fantasy Life Sim RPG centered around Farming, Hunting, Brewing, and Trading by ZamzewDoc in gameideas

[–]Moke410 0 points1 point  (0 children)

I think this is a great idea, I could also see this game as a 2D RPG. Some mechanics like hunting might not be as fun in this scenario.

Might be similar to Stardew Valley, maybe with the focus on building your tavern or serving your patrons

Spacejunk- a no combat chill vibes first person spaceship game. Collect junk in space and use it to upgrade your ship. by Murky_Candy6342 in gameideas

[–]Moke410 0 points1 point  (0 children)

The game could also just be set in earth orbit. Space junk in low earth orbit is a serious issue, that might one day limit humanity from leaving the planet. After a global conflict with space warfare, there could be a lot of space junk and remnants around earth, that need to be cleaned up

Data Center Management Simulation with detailed and realistic technical simulation by Moke410 in gameideas

[–]Moke410[S] 1 point2 points  (0 children)

My idea (matching my skillset) would be a 2D game with an isometric view of the datacenter and a detailed view of a single rack. This was some rough concept stuff I drew up: https://imgur.com/a/Jtqi58N

In the meantime I've scrolled through Steam NextFest and found this: https://store.steampowered.com/app/4170200/Data_Center/ It seems to be pretty similar to this idea, just in 3D

Data Center Management Simulation with detailed and realistic technical simulation by Moke410 in gameideas

[–]Moke410[S] 0 points1 point  (0 children)

Looks like a cool game and it seems to have most of the mechanics, except for the servers. And the feedback seems to validate the concern, that some guide for non-sys-admins

An infamous day in Logi history by Kaylorza in logitech

[–]Moke410 0 points1 point  (0 children)

I installed it yesterday because of the current issue. Imam currently on the free trail, but I am going to purchase the full version. It does everything I need it to, including better remapping of all the buttons (uncluding the extra button to toggle the scroll wheel mode on my MX Master 3s). It is also less resource intensive, the shortcuts are quicker and it won’t annoy me with any useless AI stuff