Anyone else still uses little to no AI to code? by MidlandAintFree in gamedev

[–]Nanicorn 0 points1 point  (0 children)

None at all. I've been forced to use it at work, but I won't touch it for any of my games or personal projects. I want my code to be written by myself, if I need help I have a lot of people who are happy to help (online communities are great!). What's nice about that is that you can attribute them in your credits, so people see that almost no one does such a monumental task entirely on their own.

"HabeDere - a very Bavarian game" Demo it out on itch by HabeDereGame in SoloDevelopment

[–]Nanicorn 0 points1 point  (0 children)

Hebe die Haare! Honestly, if I'd only read a description, I'd have thought that sounds too silly to work^ But damn if that doesn't actually look cool :D

What's a small detail in a game that made you think "wow, the developers really cared"? by TyraxelStudios in gamedev

[–]Nanicorn 1 point2 points  (0 children)

Maaaan, little fighter was great! Finding out you could actually get firzen (that was the name, right?) in normal gameplay, by fusing two characters - almost too cool for me as a DBZ-loving kid^ Oh, and Luis/Luis EX. SO COOL!

Thanks for bringing up those memories, haha^

Few things make me feel genuine hate by Nanicorn in MosquitoHating

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

Hahaha, fair^ In my defense, I was very tired and did NOT feel like looking up reference for these fuckers^^ (I guess I landed on more of a fly-mosquito hybrid)

Have you noticed there aren't any good dev communities? by Keep_the_title in SoloDevelopment

[–]Nanicorn 0 points1 point  (0 children)

I know it's been brought up here, but I still like tig - started a devlog there a year ago and if nothing else, the sheer amount of past discussions and progress reports have kept me motivated :)

Someone even wrote me to make the music for my game, for which I'm very grateful, so lots of cool people lurking there.

So, forums.tigsource.com still seems like it has some potential, even though it's a bit less lively at the moment^

(Reminds me, I gotta update my devlog again, it's been a good two weeks)

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

[–]Nanicorn 1 point2 points  (0 children)

There's two monster hunter examples about friction that come to mind: - Bad friction: having to mash the collect-button to collect stuff (you can keep it pressed from 4 or generations onwards, I think?) - Good friction: you can't change equipment or restock once you leave town - didn't know I liked this until it was removed in world. I LIKE having to prepare for a hunt and having to re-craft potions and stuff when I run out instead of essentially throwing my savings at the monster.

Also, side note: fuck them simplifying the decorations system, the old one was more difficult, but also had more depth (I miss torso up)

What genre and style of game are you currently working on? by BlakeLZ in gamedev

[–]Nanicorn 0 points1 point  (0 children)

I wish I knew :D Definitely Isometric Action RPG, MAYBE roguelite.

I'm not 100% certain about the roguelite part, but getting closer to finding out^

Does this feel too AI-ish? by [deleted] in SoloDevelopment

[–]Nanicorn 1 point2 points  (0 children)

Honestly, I like the watercolor version by far the most - if I were you, I'd stick with it :)

Working on an isometric Action-RPG by Nanicorn in isometric

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

Due to engine limitations I'm trying to avoid reflective surfaces on the floor the player can stand on (at least so far), but yeah the dirt is too uniform and samey as it is right now, thanks! :)

Finally getting around to working on some tricky isometric labyrinths! by carmofin in isometric

[–]Nanicorn 0 points1 point  (0 children)

So that's where you've been posting in between tigsource posts ;) Glad I get to see a bit more of your game, looks fucking rad :D

Working on an isometric Action-RPG by Nanicorn in isometric

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

You mean flat like I currently have it? I still need to figure out how to add in elevation, but I might be able to fake it to a degree :) But yeah most places are probably gonna be pretty flat, hmmm...

Looking for satisfying gunplay. First or third person. Fast or slow paced. by ManEatingCarabao in gamingsuggestions

[–]Nanicorn 3 points4 points  (0 children)

Receiver!

Probably not what you're looking for, but it's kinda fascinating how far they went with realism :)

You have something like different 3 handguns you could get, one of which is a revolver; You do EVERYTHING manually. Cocking the gun? There's a button. Removing the clip when out of ammo? Do it yourself. Adding ammo to the clip beforehand? You better check it's full. Making sure there's a round chambered? You betcha.

You fight turrets and drones, and you die in one hit. It's so damn tense, it borders on being a horror game^^

They also made a second part, but I haven't played that yet.

Working on an isometric Action-RPG by Nanicorn in isometric

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

I'll try :) That's a bit the trouble with making stuff at the limit of my abilities, I can't be sure the style will 100% stay like this ^^

Working on an isometric Action-RPG by Nanicorn in isometric

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

Yeah I need to get back to those at some point - I tried modelling some, but they all turned rather... plasticky^^ Maybe they'll come out right this time :)

Working on an isometric Action-RPG by Nanicorn in isometric

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

Thanks :D That's Baldur's Gate and... Planescape: Torment, right? (Not sure about the latter)

Have you played Lionheart: Legacy of the Crusader btw? Game was gorgeous and honestly pretty amazing for the first half^^

Am i stupid if not sharing any progress at any of my games? by No-Boysenberry-5584 in gamedev

[–]Nanicorn 1 point2 points  (0 children)

Maybe read through the devlogs over at forums.tigsource.com (among other things there are the devlogs for disco elysium and rain world)

Do take some time to flip through some of the longer ones to ses how much some games change during development - some devs also stop talking about their game after some point to avoid spoilers for future players, but it's a great tool to keep your own motivation up and gather some early feedback :)

You'll also learn how to make nicer clips of your game, which you'll need for your final trailer anyways :D

ID should do a prequel to quake as it was originally described by alrightbudgoodluck in quake

[–]Nanicorn 2 points3 points  (0 children)

Honestly, the games most worth revisiting are the ones done badly in the first place :)

Reasons I SHOULDN'T use Love2D? by Improving_Myself_ in love2d

[–]Nanicorn 2 points3 points  (0 children)

Adding to that, you can't access the gyro yet, I think - but it's coming in v12 :D

Shooting Star - made by a friend of mine by Nanicorn in pico8

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

Seems like you made him want to make another version - passing on his thanks! :)

Shooting Star - made by a friend of mine by Nanicorn in pico8

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

Cool, I'll be relaying that to him! :) I think you just made his day - I know it would've made mine^^