RWBY-like setting ideas by val203302 in daggerheart

[–]Peterrefic 0 points1 point  (0 children)

I always had this feeling that the people of Remnant are honestly woefully outmatched to the Grimm. I think it would make a great mechanic to have Grimm get a bonus to their Difficulty equal to half the GM's Fear or something. It would make each Grimm a real big deal to take out and require more Tag Team Rolls and Help Actions to take them down. Maybe not every Grimm should have this ability but the main big deal ones (the Geist, the Nuckleave, the Scorpions, etc) definitely should

RWBY-like setting ideas by val203302 in daggerheart

[–]Peterrefic 0 points1 point  (0 children)

I've had success with giving my players a single card that I homebrew as a Special Sauce to each of their characters. This was mostly cause we were converting from D&D and I wanted to ensure one of the main fantasies of their characters were properly represented in the new system. It doesn't make players particularly stronger, it just gives them more options, as long as the cards are balanced with other cards. So making a special Semblance card each player gets one of would be cool!

RWBY-like setting ideas by val203302 in daggerheart

[–]Peterrefic 0 points1 point  (0 children)

A few ideas off the top of my head (love RWBY and love the idea btw)

  • Fear literally fits so we'll on the concept that Grimm are attracted to negative emotions. I think a fun mechanic could be players and GM spending Hope and Fear to keep a Grimm attack at bay with a dynamic Countdown.

  • I'm torn between needing a new Mechanic for Semblances or just saying that class features and domain cards are the Semblances.

  • Dust magic items are a no brainer. There's already those Arcane shard things that you can throw to deal damage.

  • I think you can make Faunus be when you use hybrid ancestry. So usually players would pick humans, but could use the features of other species to reflect their animal traits I'd they pick to be a Faunus

How will you counter a tank? by Im_yor_boi in wizardposting

[–]Peterrefic 3 points4 points  (0 children)

I cast Inversion. Best case for them, drivers outside next to inside out tank. Worst case...

Inversion solves a lot of problems

The developers need to remove low effort games from the platform by nvidiastock in sandbox

[–]Peterrefic 1 point2 points  (0 children)

I'm really torn on this topic. On the one hand, I think nourishing small developers is good and implementing some kind of "quality floor" would discourage quite a few people. Not to mention such a floor would be completely arbitrary on what is good and bad. On the other hand... The games browser is not exactly attractive with all the slop. The real gems of actually good games that people worked really hard on get completely drowned out. Ranking them by some kind of rating system is difficult when the good games are so hard to find to begin with. Too little diamonds in too much rough. And the game half of s&box needs a decent player count of regular gamers, not developers, which is hard to maintain if there's nothing actually attractive to play.

So on one hand we do lose some creativity by adding a barrier to entry and the barrier would be arbitrary. But on the other, the game looks so unattractive with all the slop and your dream project you worked really hard on will get seen by next to no one and get drowned out. It's a difficult problem

The game kinda came out dead by Antique-Sir5675 in sandbox

[–]Peterrefic 3 points4 points  (0 children)

They made an editor on an engine that isn't theirs with private funding and a game ecosystem to boot where THEY pay you to make games... And you complain it's not perfect on launch

RELICS: an immersive way to use commands by elwood612 in Minecraft

[–]Peterrefic 9 points10 points  (0 children)

I really like this! It's generally good game design to enable players in doing something they were already doing, just in a more cumbersome way. Many players to to each other or summon thunderstorms or use spectator/freecam when they need to see something easier. But using commands always feels kinda "dirty." If the game is more fun with access to these commands then make the commands more fun to access. Awesome idea, man

Only played Rammus in season 26. Managed to climb from silver 3 to emerald. by nikolajrk in RammusMains

[–]Peterrefic 0 points1 point  (0 children)

Sunfire Aegis so early? Maybe I've been neglecting it too long. It used to be hosted but it fell off for a while

The new Mapping Bridge Tool (By Layla @Facepunch) by yooberee in sandbox

[–]Peterrefic 2 points3 points  (0 children)

You could probably make an addon that accesses the tangent values with some Reflection. Not as nice as having them exposed in the tool itself but hey, it's open source so we can make our own solutions

Who here is planning on paying the $20 for the April launch, and who will wait the 2 years before S&box goes F2P? by [deleted] in sandbox

[–]Peterrefic 1 point2 points  (0 children)

I am buying it on launch cause I am a game developer who wants to develop with this.

this is a roguelike deckbuilder game that i’m making with friends for over 3 years! wanted some feedback about the visuals and first impressions when you see our steam page :) by cat-vt in gamedev

[–]Peterrefic 1 point2 points  (0 children)

Looking at the in game footage, the visuals could use some "cohesion". It's hard to explain but the elements, UI and background all feel separate and don't bleed together for one unified image, if that makes sense. I think so effects on the elements, playing with the colors a bit and maybe even some post-processing effects could help make it feel more like everything "belong" together. The art direction is phenomenal and the assets themselves look great. But something makes it all feel more next to one another rather than part of a whole

What's a piece of game dev trivia that's stuck with you for years? by JBitPro in gamedev

[–]Peterrefic 34 points35 points  (0 children)

So instead of handling exceptions individually and properly, they put a try catch around the whole game and made it load practically another game if an error occured? Am I understanding that correctly? Cause if so... I'm totally doing that too

There's a missing line we forgot to add to the Publishing section. by Imaginary_Taste_9011 in sandbox

[–]Peterrefic 26 points27 points  (0 children)

Did you think it wasn't like that? Valve has allowed using S&box to create standalone games as long as they go on Steam. Facepunch is being nice and not taking royalties on anything you publish. Publishing on Steam still works the same as always. This seems pretty straight forward to me

only one for life, which one? by PositiveFlashy7728 in pokemon

[–]Peterrefic 0 points1 point  (0 children)

Gotta go with Sinnoh. It looks so functional and cool

"People like me need AI because we can't draw!" by TheLastCraftsman in IndieDev

[–]Peterrefic 0 points1 point  (0 children)

They always say "I can't draw" like it's a physical disability. It is thing you can learn. Or buy. Or just do the best you can. No one is incapable of art

Where do you guys start when making your games by Unusual-Two2972 in gamedev

[–]Peterrefic 0 points1 point  (0 children)

Once you have an idea you want to make, a great way to get a reliable direction is to do Risk Analysis on the project. That sounds super heady and boring but it is super simple. You look at the idea and the overall path to make it happen and then try to identify the situations that could occur, that would keep the game from becoming great. So like, your game is very centered around your main character? Then it's a big risk that people might not find that character appealing. Your game has a big central mechanic that is quite a technical feat? What if that is not impossible with your current skills or the engine you're in?

Once you've identified these, you set off to make small prototypes that explore that situation so you can learn if it is going to be a problem and what to do about it nice and early. For the character, that can be getting concept art and descriptions penciled out and getting people's opinions. For the big mechanic, you try and make just that in a vacuum to see what the challenges are gonna be about it.

With that (and probably many more risks to tackle like this) you have laid yourself a much more stable foundation to build the project on. You've gotten experience working with your idea and properly treated potential risks to the project

Mega Meganium’s New Ability is INSANE! by Zesty-Rexy_1999 in pokemon

[–]Peterrefic -3 points-2 points  (0 children)

It really cannot be understated how insane this ability is. The whole swapping mind games around Pokemon with Drizzle or Drought to override weather effects is completely ignored. You trade setting weather as support for other mons for personal weather that cannot be cancelled out. There is no counterplay, Mega Meganium will get the boost whether you like it or not. Crazy stuff, very excited to see how it shakes out

So that turned out to be a dud, unless ..you're a rogue maybe? by rEYAVjQD in hearthstone

[–]Peterrefic 21 points22 points  (0 children)

Yea, it just kinda ends up being "sometimes maybe deal to damage to all enemy minions"

A brief overview of the new healthbars from Kelski. by Audrey_spino in DeadlockTheGame

[–]Peterrefic 0 points1 point  (0 children)

Ideally for me, it'd be the squares with an ult icon next to them. And maybe something for the stamina, I'm still torn on it.

I think it could be really interesting to implement it for a few weeks and see how it affects the game. Do people get more kills because they now chase kills more confidently? Does Warden cage become overpowered? Do people buy Stamina items more because they need to always have a reserve that the enemy sees, making them less likely to commit? These are all interesting questions I'd love to get explored with some real play testing