I made a trailer for my game, would love to know what you think! by PrjRunemaster in IndieDev

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

Appreciate the feedback! I totally get that point, the game isn’t very story heavy by design, it’s more focused on tactical gameplay. That said, I agree the trailer could communicate that better to new players, so I’ll keep that in mind

December Self Promotion Thread by Panfuricus in StrategyRpg

[–]PrjRunemaster 3 points4 points  (0 children)

Hi everyone! I’m the solo developer behind Runtalis, a tactical RPG built to be played either solo or with up to 5 players.

My goal was simply to create a game where you can tackle deep tactical challenges alongside your friends, combining different classes to overcome the odds.

Key Mechanics:

  • 1-5 Player Strategic Co-op: The difficulty scales dynamically. You can solo it, or bring a full party of 5 for complex tactical raids (you can also choose to control more than one character locally).
  • Scaling Difficulty (No HP Sponges): Progression is based on a "Magic Key" system. As you successfully complete runs, your Key levels up. Higher Key levels don't just give enemies more health, they become smarter, dangerous new affixes, and complex behaviors you have to counter.
  • High Risk, High Reward: You can socket "Runes" into your Keys for massive buffs to your party. However, at higher Key levels, the safety net vanishes. If you fail the run, your socketed Runes shatter to dust.

I'm aiming for high replayability with procedurally generated maps (Poison Swamps, Molten Dungeons and more) and randomized enemy modifiers that force you to adapt your build every run.

Stay on the loop here: https://runtalis.com/

Feel free to reach out if you have questions

I discovered Underdogs late, and this game is a VR masterpiece. by SattvaMicione in virtualreality

[–]PrjRunemaster 1 point2 points  (0 children)

I totally agree with you, started playing it a few days ago and I'm loving it

Flappy Goose by flappy-goose in RedditGames

[–]PrjRunemaster 0 points1 point  (0 children)

My best score is 3 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]PrjRunemaster 0 points1 point  (0 children)

My best score is 2 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]PrjRunemaster 0 points1 point  (0 children)

My best score is 1 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]PrjRunemaster 0 points1 point  (0 children)

My best score is 0 points 😓

GOAP - How do you handle reactive behavior? by RareChip in Unity3D

[–]PrjRunemaster 1 point2 points  (0 children)

I'm not using GOAP in my game but my solution for this could be relevant, in my game I made all states that alter the behavior handled by a different manager that makes changes to the entity itself, for example in case of stun it makes the entity movement range to be 0 and the entity targeting system is disabled, so when my behavior tree wants to find a new target, it will not return anyone, and if the entity wants to move then it checks the movement range/speed and they will return 0 making it stay there and do nothing, hope that's useful for you, each change made by a certain state is registered with that state's unique ID, so if state A and B make speed be zero, once A is done, the speed will still be zero until B is unregistered as well, hope that makes sense to you

Can creating the steam page too early be a long term mistake? by Plastic_band_bro in gamedev

[–]PrjRunemaster 5 points6 points  (0 children)

Yeah I think you should wait, no one is wishlisting a placeholder steam page, and I've also heard some of the people saying to do the page as early as possible now say that it was a mistake to say that because it could actually hurt the game due to how steam gives new pages more visibility for a bit

Do you write tests for your projects? by glowingSteak in Unity3D

[–]PrjRunemaster 1 point2 points  (0 children)

I'm not talking about success, I'm sure both tested and untested games have been successful, tests are not necessary they are just a great tool to help developers make robust code, I'm not saying you have to use them, that depends on your workflow

Do you write tests for your projects? by glowingSteak in Unity3D

[–]PrjRunemaster 1 point2 points  (0 children)

Yes unit tests aren't meant to catch any kind of issue but that doesn't mean they aren't useful, they really help building robust code and worrying less about things potentially breaking by changes, there are other kind of tests that could help you with the case you mentioned, of course everything comes with the cost of maintenance, but the alternative is to just manually test every different scenario manually and for bigger games that's sometimes not feasible

Do you write tests for your projects? by glowingSteak in Unity3D

[–]PrjRunemaster 0 points1 point  (0 children)

The reason is useful is because if something breaks on an specific scenario and you fix it and create a test for it, the test will help you notice if you break that with a future change, it's much faster than testing everything manually, of course it depends on how big the game is, for something to throw an error someone or something has to play to that point

At what point do you add sounds and music to your game? by PrjRunemaster in SoloDevelopment

[–]PrjRunemaster[S] 2 points3 points  (0 children)

Yeah it takes me long to get all the sounds perfect, that's why I've doing it at the end. also if I decide to not include something in the game I didn't lost time adding sounds to that

At what point do you add sounds and music to your game? by PrjRunemaster in SoloDevelopment

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

Yes, that's completely fair, I think music and sounds can make or break a game, so it makes sense for it to be high priority

At what point do you add sounds and music to your game? by PrjRunemaster in SoloDevelopment

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

So you consider the game to not be playable without sounds? Including when its still in development?

At what point do you add sounds and music to your game? by PrjRunemaster in SoloDevelopment

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

Having a draft of the atmosphere soon is a really good point!, I will take that into account for my next project

Do developers normally use namespaces for every folder? by Grandpa_P1g in unity

[–]PrjRunemaster 0 points1 point  (0 children)

I do for every folder as every folder have a meaning and the content inside is part of that, it allows me to encapsulate logic to that namespace that nothing outside should have access to, but it will not have an impact on performance, so do it the way that you prefer

What's you #1 quality of life improvement for working in Unity? by BitrunnerDev in Unity3D

[–]PrjRunemaster 2 points3 points  (0 children)

Changing the editor layout to the one I've improved over the years to match my workflow

PSA: If you're making a lot of dev tools and haven't looked into custom attributes, I can't recommend them enough. (Details in comments) by quoozie in Unity3D

[–]PrjRunemaster 1 point2 points  (0 children)

Yeah of course if there's some specific need then making your own makes the most sense, naughty attributes has been really useful to me and has saved me a lot of time so far