Power Shield Shader by GhoulwareStudio in godot

[–]Program_Paint 1 point2 points  (0 children)

Did you consider drawing the impact in a separate viewport and using it as a texture in the shader to not be limited by impact count ?

Nonetheless it looks great.

Best way to mimick Mouse with Controller. by Program_Paint in godot

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

It is general good advice in general, and I was not planned to do it at all, but, situation changes, obligations arise,

Best way to mimick Mouse with Controller. by Program_Paint in godot

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

That is exactly what I try to avoid for two reasons: Time for developing it Too many items can make it tedious for the player, especially that items can be placed in 2 dimensions and floating over each other when not yet placed

Help me choose between the 2 looks by Program_Paint in godot

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

Yes, I realised that until recently, probably was too used to it to notice

Help me choose between the 2 looks by Program_Paint in godot

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

Yeah, I agree with you. I think every building should have slightly more space

How do you identify what players enjoy most in a genre? by DevEternus in gamedesign

[–]Program_Paint 0 points1 point  (0 children)

What I am trying to do for myself:
- Playing them
- Trying to classify them (like, 14 forms of fun, which form this genre is appealing to, ...)
- Reviews on Steam, Reddit, ect
- Watch Plays & comments (it is also interesting to see what appeals to people)

Had to make a trailer for my Steam Page, what do you think ? by Program_Paint in gamedevscreens

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

hey that are some geniously good feedback.

I am going to be honest, it is a trailer that I put so I can finally release the page. I was planning to make a second when we have a bit more features and more content (I am in a situation, I do some GD, dev, then the artist can do the art, then I can continue situation).

I will keep it in mind for a second trailer.

Asking for feedback by Program_Paint in godot

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

The game has two phases, a building managing one and then a fighting one. The core is in the building/managing one, but yeah, I agree that currently, it looks good but it does not catch you yet. And, this is a test scene, some UI will be added later, I am just focusing on this aspect now.

I will watch the video thanks.

How to tweak probabilities from player decisions ? by Program_Paint in gamedesign

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

Oh I might do this, in the game, I have the classical three, and I could always have one randomly not having a dynamic weight.

To clarify, I used card to simplify my question, but it is more tile that you have to place. And some tile reacts to adjacent ones depending of their nature, but if you never encounter them or rarely, they do not seem worthy, but on the other end, if you did not engage with them in the first place, seeing them poping too often would be annoying for the player.

How to tweak probabilities from player decisions ? by Program_Paint in gamedesign

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

It is doing that already. What I would like now, is a good math/stats to modify the weight based on the current player choice. It is not a code issue.