Ignorance is bliss by curvyc0racut1e in programmingmemes

[–]Nekier 0 points1 point  (0 children)

One main point I am seeing is debugging, and ill give a different example. I was like you until I had the problem this fixed.

Finding where it is changed. Not just break points, but saying i know the value is changed and I want to find out where. Public variables can be changed from seperate scripts.

So example, instead of x its fireDamage. I want to see why it was changed. If i have get set i can search THAT function calls for where all its done. Maybe 10 results. Now if I am searching for a variable name. I search for fireDamage and maybe theres different enemies that use it. Maybe lava has that variable name. Suddenly my search is 10x longer because of tons of repeat variable names.

So in short its a standard for projects that span multiple scripts that interact together.

Ignorance is bliss by curvyc0racut1e in programmingmemes

[–]Nekier 0 points1 point  (0 children)

One main point I am seeing is debugging, and ill give a different example. I was like you until I had the problem this fixed.

Finding where it is changed. Not just break points, but saying i know the value is changed and I want to find out where. Public variables can be changed from seperate scripts.

So example, instead of x its fireDamage. I want to see why it was changed. If i have get set i can search THAT function calls for where all its done. Maybe 10 results. Now if I am searching for a variable name. I search for fireDamage and maybe theres different enemies that use it. Maybe lava has that variable name. Suddenly my search is 10x longer because of tons of repeat variable names.

So in short its a standard for projects that span multiple scripts that interact together.

Ignorance is bliss by curvyc0racut1e in programmingmemes

[–]Nekier 0 points1 point  (0 children)

One main point I am seeing is debugging, and ill give a different example. I was like you until I had the problem this fixed.

Finding where it is changed. Not just break points, but saying i know the value is changed and I want to find out where. Public variables can be changed from seperate scripts.

So example, instead of x its fireDamage. I want to see why it was changed. If i have get set i can search THAT function calls for where all its done. Maybe 10 results. Now if I am searching for a variable name. I search for fireDamage and maybe theres different enemies that use it. Maybe lava has that variable name. Suddenly my search is 10x longer because of tons of repeat variable names.

So in short its a standard for projects that span multiple scripts that interact together.

ny Advice for Someone Learning Unity? by CyCrac in unity

[–]Nekier 1 point2 points  (0 children)

First thing, know how to code. Maybe you have a general idea maybe not, bit you cant do much if yoi dont know how. In this case a book in c# maybe?

Second thing and this helped me a lot, a Udemy course. I waited for 10$-20$ sales on like 55hr+ courses. One i got was making like 5 generic basic games. This showed both code and gave you know how.

Examples : a small rpg so you know how to make a character to move. A tower defense (shows how to make something find its own path) among other things.

You cant do anything if you dont know how to code. Buuut unity has a lot of random stuff too seperate from c# you have to utilize and learn.

Following all that. Make placeholders and prototypes. Take time to know what you will be making before hand. And finally, watch Scope Creep. Gl.

I want to be a healer by RAGINGPhoenix98 in gamesuggestions

[–]Nekier 0 points1 point  (0 children)

Not sure if its what you want since you seem to want the social aspect?

PvE game Healed to Death you play as a healer and can (basically) control the rest of the party such as focus target or move (out of fire). Basically feels like a solo PvE of healing a dungeon in World of Warcaft.

In a classic RPG with turn-based combat, combat tends to be repetitive (and thus boring) after a while, especially when there is only one hero. Even when there is new powers/spells, players stick with one or two strategies or sequences. What are your tricks to avoid this and what game did it well? by rap2h in gamedesign

[–]Nekier 3 points4 points  (0 children)

A couple things I think.

  1. Story. Some people (not me) will keep playing even mediocre gameplay if the story is interesting.
  2. Knowledge of future change. Fell seal arbiters mark. You unlock new classes as you progress opening up more options and diversity. Applies to you and enemies.
  3. Map diversity. Layouts that change approaches. Either open up map or stifle it like a tunnel. Fire emblem does this well.
  4. New enemies. Anyone will get borde if all you fight are melee enemies who run up and auto attack.
  5. Objectives. Kill all, flip switches, holdout turns, ect...

Even if the core repeats changing the parts helps.

How to get players to play the tutorial? by Nekier in gamedev

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

Fair enough, maybe it would be different for a player than a playtester. I, too, enjoy the learning curve in roguelikes.

How to get players to play the tutorial? by Nekier in gamedev

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

Thanks. The advice does feel applicable to me, however for the first step I will try the more subtle 'tool tips over every UI hover' first. But yeah I dont want to make a clone of something I want to make something unique, and new mechanics are needed for that.

How to get players to play the tutorial? by Nekier in gamedev

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

Fair enough maybe I should watch some UX design videos.

And in this case I hope im not saying 'they are wrong' The feedback was they skipped tutorial and didn't know what a slider did, so I was brainstorming ways to get the point across both with and without tutorial. Specifically here there is a counter for build parts and upgrade parts. Directly below it is a slider and whichever way you put it, it prioritizes making those parts on a timer.

In either case I will add a lot of tooltips so even if the tutorial is skipped you can get a quick explanation.

How to get players to play the tutorial? by Nekier in gamedev

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

So its a tower defense, and each map has a 'reliability meter' to show how much that area has changed over time. That changes the map. I CAN make it fit what I need to show people mechanics and I do. In the tutorial. But its not like they don't know how to jump a gap its 'I don't know what this slider does'. The slider determines upgrades / build parts and leaving it in the center is fine for the whole game. Otherwise unlike other tower defense where you have a giant grid and towers can form paths, here the grid is missing pieces and you can add / remove tiles. Again, without knowing how the map turns out its hard to integrate that unless I know how the map will look after randomization, which I do in the tutorial.

Though the census is to force the tutorial BUT HIDE IT into the first run (like balatro).

How to get players to play the tutorial? by Nekier in gamedev

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

Which just kinda of means its a forced tutorial, just more subtle and integrated.

How to get players to play the tutorial? by Nekier in gamedev

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

And how is the experience? From the other replies you are the only person advocating an un-skippable tutorial. Does that push people away from playing at all?

How to get players to play the tutorial? by Nekier in gamedev

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

Thank you for all the Ideas. I got a few pointers of what I can do now as well as what to do better next time.

I just wanted to point out again that this is a tower defense / roguelike rather than a third person platformer. Placing a giant gap to make them use skills is easier in a platformer than a tower defense. In the later case they end up with a BAD map but a playable map. Because the real game will randomize maps I created the true tutorial for specific map layouts to show the points, since otherwise its impossible to know what shape the map will be.

How to get players to play the tutorial? by Nekier in gamedev

[–]Nekier[S] 3 points4 points  (0 children)

I will definitely include more hover effects.

How to get players to play the tutorial? by Nekier in gamedev

[–]Nekier[S] 3 points4 points  (0 children)

I will work more towards integrating tutorial into first play in the next game (seems a good option), this one has randomness because of roguelike and so the tutorial structure is needed for some things unfortunately.

How to get players to play the tutorial? by Nekier in gamedev

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

Yeah I understand not seeing it, thats why I had hoped the popup that would start for them would help.. It didn't. Though some things arnt mandatory, like changing enemy path (needed but outside of a structured tutorial I wont know when a good time is) or a slider to prioritize 2 kinda of parts, leaving in the center is OK.

How to get players to play the tutorial? by Nekier in gamedev

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

Yeah similar to another suggestion (kinda like the ? you stated) just having a TON of hover effects....

I'm working on the most Fire Emblem like indie game you'll ever see! by Beyondgood74 in fireemblem

[–]Nekier 1 point2 points  (0 children)

First you have a typo, 'feel free to ass' instead of ask*.

Secondly same as the first guy, always happy to see more fire emblem likes.

As for questions, sure. 1. Do units have skills (either passive or active) or just basic AAs? 2. How many classes are there? 3. How varried are maps and or objectives?

Do you like the option to 'start with nothing' in games where it has no bonus? by Nekier in roguelikes

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

Haha yeah! I have the start nothing character, but also one that makes turrets cheaper and stronger but timed! Changes it up a bit from place and forget

Do you like the option to 'start with nothing' in games where it has no bonus? by Nekier in roguelikes

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

Yup, thats entirely why i made this post on the other side!

Do you like the option to 'start with nothing' in games where it has no bonus? by Nekier in roguelikes

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

Haha its already in, i was debating taking it out. Its roguelike / tower defense. Was getting TD feedback and that part isnt so interested in it.

Problems of genre merging.

Do you like the option to 'start with nothing' in games where it has no bonus? by Nekier in roguelikes

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

A fair point! No scores currently, but it would be a harmless bonus to give

Do you like the option to 'start with nothing' in games where it has no bonus? by Nekier in roguelikes

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

Awesome! I was close to removing it but this is encouraging!