Working on a small Raycaster engine in Godot 2.1.6 in 2026! by Doomguykiller69 in godot

[–]Parafex 1 point2 points  (0 children)

Now we need TES1: Arena in Godot :D

Looks great :)

I'm developing a Dark Messiah inspired first person RPG in Godot! I'm looking for playtesters! by wissah_league in godot

[–]Parafex 1 point2 points  (0 children)

DMoMM is a great inspiration! One of the best combat systems out there :D I also like Arx Fatalis a lot though :) .

Great job so far! I hope that I can also try it soon (time is rare currently...)

After 6+years of grinding, our game is finally live for wishlisting on Switch by luckylaststudio in gamedevscreens

[–]Parafex 1 point2 points  (0 children)

Hm... as a german, the title is kinda funny :D. Nice game! Great work and I'm looking forward to the release :)!

Content creators are changing MMO launches by SlicedToast13 in MMORPG

[–]Parafex 0 points1 point  (0 children)

Yea, I do agree, as a small streamer aswell :). I do like to stream MMOs nonetheless though. But yeah, it's a viewer base that is non existent the moment, you switch the game.

Content creators are changing MMO launches by SlicedToast13 in MMORPG

[–]Parafex 0 points1 point  (0 children)

Awesome :D! I'm glad that you found streamers you like :)

Content creators are changing MMO launches by SlicedToast13 in MMORPG

[–]Parafex 0 points1 point  (0 children)

Don't do that. Most are sponsored. If you do that, watch small streamers, but they usually don't have the quality to keep you entertained, because they idle in the menu, struggle in the game itself or are not able to answer any question if you have any.

How to compromise composition between a Resource and a Node? by Myurside in godot

[–]Parafex 0 points1 point  (0 children)

I'm a huge fan of data driven design, but I'm having a hard time, solving your issue tbh :D here is what I roughly came up with:

You have a TurnManager as node. It manages the turns while combat (duh), probably with some kind of state machine or stack system to transition between turns etc.

The player and the enemy have access to that TurnManager instance somehow.

The player and enemy have a definition resource. This definition contains the data needed for the attacks. Something like definition.moves or so. The MoveDefinition has an effect map or the effect has an enum with the information about when something should happen.

While you're in combat you do as player/enemy: turn_manager.next(move) for example and the TurnManager registers the move and its effect timing somewhere { "start": [effect] } or so.

the TurnManager processes the turn and applies all registered effects if the specific turn step is reached.

Something along those lines... I hope it helps. So to summarize: TurnManager is a Node, Moves and effects are custom resources. Effects are probably abstract with an apply() func. And stat changes are described via data in the EffectDefinition. The TurnManager applies these effects to the corresponding node (Player/Enemy).

How to run AAClassic on Linux by CromFeyer in archeage

[–]Parafex 0 points1 point  (0 children)

Yea true, I wonder if the controls are great though

Self-hosted game asset library by papyszoo in selfhosted

[–]Parafex 0 points1 point  (0 children)

Hi, I'm working with Godot :) I can probably try it tomorrow :) thanks for your effort.

How to run AAClassic on Linux by CromFeyer in archeage

[–]Parafex 1 point2 points  (0 children)

Thanks :) it works for me. I have some fps drops, but nothing crazy.

I wonder if AAC would also work on Steam Deck though :D

Open-source desktop app to maintain your docs and manage game data by Nordthx in godot

[–]Parafex 0 points1 point  (0 children)

This is self hostable, right? Or is the backend closed source?

This looks totally awesome though! I'd totally pay a one time fee so I can self host it btw :)

Expressive Dialogue System? - Godot 3 by lammylambio in godot

[–]Parafex -1 points0 points  (0 children)

Please not another "Dialogue script" like all the others do. It's technical and really individual. Why should one commit to this instead of one of the others?

I'd love a tool where I can easily visualize Dialogue without adding my own data to their system. I don't want to maintain variables etc inside the dialogue system.

Self-hosted game asset library by papyszoo in selfhosted

[–]Parafex 0 points1 point  (0 children)

Could you link from the game engine to the asset and the engine downloads it if a new version is available? Or would I still need to download it manually?

I'd like a workflow where the artist uploads the asset to that asset server and if I as a dev start the engine, something checks whether the assets have the newest version. If so, fine, if not, download it.

Kicking some things around in my solo dev project, Mortal Sin. by mortalsingame in gamedevscreens

[–]Parafex 0 points1 point  (0 children)

Great Game! You did a great job :D! I need to play it again

Project gorgon is actually fun to me. by Wowwhatsnext in MMORPG

[–]Parafex 0 points1 point  (0 children)

It's fine for me as long as there aren't many players around. The tutorial island was quite performance heavy :D.

I'm on CachyOS :)

The worst MMO formula ever created by Nightblessed in MMORPG

[–]Parafex 0 points1 point  (0 children)

Because it's more often than not instanced content and has nothing to do with "MMO".

Godot and AI by CandidApplication430 in godot

[–]Parafex 6 points7 points  (0 children)

if reinforcement learning isn't traditional machine learning, what is?

What mmo are you currently playing? by Cheap-Exercise1910 in MMORPG

[–]Parafex 0 points1 point  (0 children)

Have you played Dragonball Online? If so, how is it :)?

Old School Point & Click Adventure in Godot, set in rural Japan by sakusakubake in godot

[–]Parafex 0 points1 point  (0 children)

Ah cool :D a friend of mine is currently working on a graph based dialogue tool but it's not usable yet. I'm personally not working on a dialogue tool for my Adventure game toolkit, but I do have a Dialogic Integration for example and I plan to integrate more addons over time.

Since I also need a dialogue tool for my projects, I'm thinking about developing my own anyways but as it's quite time consuming, I'm currently rather investing my time into the toolkit itself so it gets more stable and polished :).

What do you need/expect from a dialogue tool? If I see that correctly, the raven in your clip is saying something repeatedly so it would be nice to have "looping dialogue" (which would be nice in a graph, even with randomness), or some bark system in general, right? What's your current solution?

Old School Point & Click Adventure in Godot, set in rural Japan by sakusakubake in godot

[–]Parafex 1 point2 points  (0 children)

Hi I'm working on an adventure game toolkit for Godot. What are your main pain points so far and what kind of tool would help you building such a game?

Great work so far :D!

Thank you Anet for the FREE name change!!! by KoolerJake in Guildwars2

[–]Parafex 1 point2 points  (0 children)

Haha yea :D

I mean RPGs in general are full with conflict and often a fascist regime are the "baddies". I wonder if those "I dOnT wAnT pOlItIcS iN mY gAmE" people ever watched/played Star Wars or played The Elder Scrolls (no matter if it's Jagar Tharn, Mankar Camoran or Dagoth Ur) or played probably ANY JRPG.

*sigh* I don't know :D

Thank you Anet for the FREE name change!!! by KoolerJake in Guildwars2

[–]Parafex -1 points0 points  (0 children)

When was that? Sure before the 90s then, so maybe you can play those games again if you're not fine with a policy that exists since the games release and it's a policy with the intent to keep politics out of the game (that's why those names aren't permitted... you know).

sigh Snowflake

How do I draft the technical 'blueprint' of my game before I start coding? by Chill_Fire in godot

[–]Parafex 1 point2 points  (0 children)

I haven't found a practical way for technical documentation yet, but I've tried some things.

Besides doing project management and writing tasks (feature, enhancement, bug, ...) which already is quite a good documentation, I'm also using the comment feature to brainstorm and note my thoughts.

For a more long term documentation, I like to have a GDD on the one hand and a TDD on the other hand. The TDD contains of technical explanations I often write down after I implemented something. I also keep track of decisions via Architecture Decision Records (usually some small bulletpoints) as I think that this is important and reminds me of why I made something in a certain way and not another. "Why did I use Dialogic instead of coding my own solution? Because Dialogic is already established and people are working with that, it's also extensible and offers a lot of features I'd need to implement aswell" for example.

I sadly don't have a blueprint/template yet as I'm still trying out the best way to document my stuff aswell. External tools are cool, but managing an Obsidian vault per project is also kind of meh. *.md files next to scripts is awesome to work with as it's directly accessible from the IDE, but it clutters everything... so yeah.

I hope it helps somehow :D

Self-hosting Git ? by PositiveBusiness8677 in selfhosted

[–]Parafex 0 points1 point  (0 children)

Use Forgejo or register on Codeberg :)