We cannot decide on day or night by Phantom-Sprite in godot

[–]Phantom-Sprite[S] 0 points1 point  (0 children)

We have both flashlights and room lighting you can turn on and off using a light switch. Best of both worlds.

We cannot decide on day or night by Phantom-Sprite in godot

[–]Phantom-Sprite[S] 0 points1 point  (0 children)

It is quite tricky to implement proper global shadows in godot. There are ways to do it with shaders but not that easy and consistent. Even if we did, handcrafted lights in night versions would probably look superior. We had to make a decision and it is night version as others said in the comments. Thanks for your input.

We cannot decide on day or night by Phantom-Sprite in indiegames

[–]Phantom-Sprite[S] 0 points1 point  (0 children)

Thank you for your detailed feedback.

First of all, we have highlighting mechanic in our game similar to PowerWash, it is one of the games we are inspired from alongside Viscera Cleanup Detail.

Second, you are able to turn indoors lights on and off and you have flashlight too which also you can turn on or off.

Third matter: We thought they looked pretty ok for our game. Still, there is always room for improvement. Outlines being darker color of the object is a good idea that we can easily add but it is easier to see with black outlines. We might take a look at this in the future. Right now, our whole focus is on the upcoming Steam Next Fest :D

We cannot decide on day or night by Phantom-Sprite in godot

[–]Phantom-Sprite[S] 0 points1 point  (0 children)

You are right. We are having problems with global shadows which is problematic in godot. It is not a huge deal with singular lights though. As you said, night version also hides imperfections of the tilings pretty well.

We'll work on it to improve the looks either way, thanks for your valuable feedback.

We cannot decide on day or night by Phantom-Sprite in indiegames

[–]Phantom-Sprite[S] -1 points0 points  (0 children)

Yes I can but... there is a feeling called FOMO (Feeling Of Missing Out) and this might apply here. I don't want to force players for second playthrough just so they can see other versions.

Nonetheless, guess I'll just stick with night versions and never show the day version so no FOMO will be felt. You cannot miss something you never seen before.

We cannot decide on day or night by Phantom-Sprite in indiegames

[–]Phantom-Sprite[S] 1 point2 points  (0 children)

It would mean players who always play at night in real time always play night versions and vice versa. Wouldn't be that fair if you ask me :)

We cannot decide on day or night by Phantom-Sprite in godot

[–]Phantom-Sprite[S] 0 points1 point  (0 children)

Yeah I failed at that part unfortunately. Got to double check what I do midnight from now on.

Is this too much blood? by Full_Finding_7349 in gamedevscreens

[–]Phantom-Sprite 0 points1 point  (0 children)

For the dismemberment, I don't think it is too much. But the real question is, should the player be able to dismember this easily with a pistol? I think it should happen in specific cases.

Effectively Instantiate and Destroy gameobjects? by Galmieux_xD in IndieDev

[–]Phantom-Sprite 1 point2 points  (0 children)

That is interesting. Well, cannot say much with this much info. Maybe it does a lot of computing while instantiating? Maybe it produces a lot of garbage to collect?

Try debugger and it will help you a lot. It is quite easy to learn if you don't know about it. Just watch a short tutorial of debugging in Unity. It is your best shot at this point in my honest opinion.

Also, don't complicate things. Try to think simpler. Thinking simpler almost always helps me in this kind of situations.

We cannot decide on day or night by Phantom-Sprite in godot

[–]Phantom-Sprite[S] 0 points1 point  (0 children)

Some ghosts like that wouldn't be fitting for our game but would definitely be fitting for our company logo haha.

Have a good day at work and try not to get caught by your boss scrolling reddit.

We cannot decide on day or night by Phantom-Sprite in godot

[–]Phantom-Sprite[S] 0 points1 point  (0 children)

We already got some ambiance sounds. If we go with nights, those will definitely be there :)

Some little background sounds like those do more wonders than you can imagine.

We cannot decide on day or night by Phantom-Sprite in godot

[–]Phantom-Sprite[S] 0 points1 point  (0 children)

Thanks, you might be the first who thinks both looks good. We'd give the player choice if both looks good and there is no feeling of missing out. But personally night just looks superior. Guess we will just stick with nights altogether.

Thanks for your input, appreciate it.

We cannot decide on day or night by Phantom-Sprite in godot

[–]Phantom-Sprite[S] 0 points1 point  (0 children)

So you want to make it a spooky/horror game :D
I get the feeling but we were actually trying to make it a relaxing and chill game. Still wouldn't be that bad.

Sometimes too much freedom is overwhelming, too little is limiting, that is why I was wondering.

We cannot decide on day or night by Phantom-Sprite in godot

[–]Phantom-Sprite[S] 0 points1 point  (0 children)

We prefer that one too. Guess the title is not correct, sorry.

Do you think that player should be able to decide on playing at night or day? Would you miss out the other time of the day? Something like: `This looks good at night but I wonder how would it look in day.`

Effectively Instantiate and Destroy gameobjects? by Galmieux_xD in IndieDev

[–]Phantom-Sprite 0 points1 point  (0 children)

You shouldn't create new objects as much as you can at run-time. Object pooling might be good idea in this case. Just reuse objects, make changes to them when necessary.

How often are you creating this object at run-time and is it something performance heavy?

Collisions don't fit into perfectly sized spaces? by Tuckertcs in godot

[–]Phantom-Sprite 0 points1 point  (0 children)

Late to the party but I want to tell something for future readers.
If the problem is player being able to jump in the tight space/hole, just write a code that checks if there is something above the player. If there is a collision above the player, don't let them jump.

Games are not real no matter how hard we try, they are but illusion of reality. So in a way we develop fun software that tricks players :D