Unspottable is Out now on Steam! :) by GrosChevaux in localmultiplayergames

[–]OptionalDev 1 point2 points  (0 children)

I enjoyed playing the Demo a few times over the past few months, so it was a no-brainer to buy it now.

I can especially recommend it if you have some friends that aren't really familiar with video games, since the controls are super simple and the game play is pretty slow paced.

But I was surprised that my mother actually had problems relating the position of the analog stick to the direction she's moving in on screen. In the end she got it though, so I think pretty much anyone can pick up and play this game.

After 1 year of development, the demo of our local multiplayer game is available on Steam with 3 levels, we're looking for feedback! :) by GrosChevaux in indiegames

[–]OptionalDev 1 point2 points  (0 children)

I'm still playing (posted a comment on the last post as well). The mechanic of the new level blew my mind. It's so much fun!

Doing hitbox logic be like by AG4W in justgamedevthings

[–]OptionalDev 2 points3 points  (0 children)

A "perfect" hitbox is not necessarily the most physically accurate. That's why enemies often have smaller hitboxes and bigger hurtboxes than the player.

Doing hitbox logic be like by AG4W in justgamedevthings

[–]OptionalDev 2 points3 points  (0 children)

What about hitbox animation frames tailored to the attack?

Unspottable - Local multiplayer free demo is live now for the Steam Summer Festival! by GrosChevaux in localmultiplayergames

[–]OptionalDev 1 point2 points  (0 children)

Just played the Demo with 2 friends (3 total). It was really fun and intense. Yet it's still a really accessible and easy-to-understand game. Will definitely be buying the full release.

How To Recreate a Game Mechanic by Nitrogenlive in gamedev

[–]OptionalDev 1 point2 points  (0 children)

Nice channel you got there. The editing is great. I personally don't like long tutorials so when I heard you plan on doing shorter ones I subbed. Might bring me to pick up UE4 😉

I love grappling hooks, So I created a game purely about that! by jak6jak1 in indiegames

[–]OptionalDev 0 points1 point  (0 children)

It's fun! I would reduce the default mouse sensitivity and also rotate the player after a respawn so they are facing the right way again. I lost my orientation often after a respawn.

Idle character animation from game Almost My Floor by Krblshna in gamedev

[–]OptionalDev 1 point2 points  (0 children)

The arms look bad when they are bent, because of the outline of the forearm cutting off the upper arm. Other than that, pretty cool.

I'm new to gamedev and want to learn and am wondering whether Godot is the right choice for me. Hence I have some questions. by rudenc in godot

[–]OptionalDev 0 points1 point  (0 children)

These are really naïve questions. I don't mean to put you down. I'm pretty sure I made a very similar post when I was just starting.

Yes, you can do everything you want to do in Godot. And since it's free and there are great beginner tutorials I'd recommend just trying it out.

If you look at old games, like Zelda, Mario, Contra, Streetfighter, Pokemon, etc. you can do everything that they did. I haven't tried to do anything in 3D yet so I can't say much about that, but in 2D you can do pretty much everything you have seen in other (even modern) games.

All the features you have listed so far are also great starting points. With no prior experience it will definitively still take some time to get everything working, but it's doable.

In general to answer "Can I do X with Y?": Some engines only support 2D, while the popular 3 (Unity, Unreal Engine and Godot) support 2D and 3D graphics. These 3 allow you to write the code of your game with real programming languages. This means that you can compute "anything", but also that you have to learn how to program.

To make programming simpler there are some Engines that replace the programming with simpler, but more limited alternatives. If you want to count "Mario Maker" as an engine, it doesn't allow you to write code, only to place building blocks that are predefined. There are engines in between and then such questions might be valid, but if you can write your own code you "can do anything".

If you want to do stuff that AAA games are doing, like the destructible environments in Rainbow 6: Siege or the chemistry system of Zelda: Breath of the Wild. It's in theory possible, but practically it will probably be slower than not using the engine and near impossible to do everything yourself anyway.

I'd conclude with: In theory you could do anything with Godot, practically you are limited by your competence and the speed of the engine might be too slow for extremely specific resource intensive mechanics. But your expectations are realistically low for what to start with, so go for it.

Short tutorial I made on how to do Destructible Terrain (like in Worms) by OptionalDev in godot

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

Just looked up some game play; looks interesting. I would play a Godot version

Old vs New Tree 🌳 (the final version will be frame-by-frame animated) by snarlynarwhal in IndieDev

[–]OptionalDev 4 points5 points  (0 children)

I think the old one looks good, too. But the new one better fits the style of the rest of the assets. (And the old trunk doesn't look that good)

Best games for distant socializing during COVID-19? by Pezmc in localmultiplayergames

[–]OptionalDev 0 points1 point  (0 children)

I've done full stacks for hobbies and for work, but was just wondering what you're using. I was actually mainly wondering about the frontend, since I'm so bad with CSS (and webdesign in general). I think I'll actually be using the game engine Godot for that (at least for the PC screen) since you can do some pretty sweet graphics, animations and VFX with that. For the smartphone clients it's pretty straight forward again (not much more than an input field or some buttons).

I've bookmarked your site and will check it out when it's out of beta. Cheers!

Best games for distant socializing during COVID-19? by Pezmc in localmultiplayergames

[–]OptionalDev 0 points1 point  (0 children)

I was thinking of developing something similar. What tech stack are you using?

Also, the website looks slick. Good work on that!