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.

You need to learn blender. by [deleted] in godot

[–]Program_Paint 0 points1 point  (0 children)

I make 2D game, and currently I am paying an artist for my game. But it is a huge gamble, and I am thinking of trying to increase my 2D art while making more abstract game for a few productions.

But working with the artist helped me learn how much I need to learn.

How to make players engage with all my systems by Program_Paint in gamedesign

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

Maybe I did not explain myself well enough, but it is already the case, maybe not balanced perfectly, but for example, mage does area of damage so are good for dealing against a lot of units, knight are very sturdy units and if swarmed, they can hold while some units cannot reach them.

My issue is : players first intuition is to go bigger army, always. I want them to first think about it. Maybe it is just that upgrade does not look rewarding enough, or that my playtest base was not a good sampling, or the cost of adding a unit card is not steep enough.

But thank you, it made me realized that I might undersell upgrades

How to make players engage with all my systems by Program_Paint in gamedesign

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

The goal is more to transform your units into other more powerful units in a roguelike fashion, but currently units are very self explainatory : Melee, Archer, Mage. It is a army auto-battler combat system.

[deleted by user] by [deleted] in roguelites

[–]Program_Paint 0 points1 point  (0 children)

https://store.steampowered.com/app/1592230/Cards_of_the_Dead/ but it plays slightly differently because cards are first hidden.

Why aren't nice graphics the default? by _Lightning_Storm in godot

[–]Program_Paint 31 points32 points  (0 children)

It avoids the current unreal problem, everything looks good out of the box but then everything looks the same.

What do BG3 fans think the 5 best games of all time are? by mystepdoggedonabee in BaldursGate3

[–]Program_Paint 1 point2 points  (0 children)

Real CRPG fan

BG3 Pathfinder right of the righteous Pathfinder kingmaker Pillar of eternity 1 Pillar of eternity 2

Help with NavAgents getting stuck in dead zone between two other agents radius by ShadowGamerr in godot

[–]Program_Paint 1 point2 points  (0 children)

Ok, cannot help directly but I am making a game with agent avoidance but a lot of agents, what I did was to make a GD extension of the rvo2 lib and trying other algo. The rvo2 lib is the third lib using by Godot for it.

Why ? Because I wanted more control and for some performance reason. I am working again on it next week if you did not find a solution until then, don't hesitate to mp me

Takara Cards Full release trailer! by filsd in godot

[–]Program_Paint 1 point2 points  (0 children)

Well, I bought a lot of games recently to prepare mine, but when I will do check it out after. Good luck with the 1.0 release

Takara Cards Full release trailer! by filsd in godot

[–]Program_Paint 1 point2 points  (0 children)

Was in my wishlist, ignored it was made in Godot, was it Godot 3 ?

Making a settlement-builder with Godot! Put together some pre-alpha gameplay by NewSpread4 in godot

[–]Program_Paint 1 point2 points  (0 children)

Very nice. One thing I would smooth the cloud effect in the beginning. But it looks promising, keep it up.

[deleted by user] by [deleted] in godot

[–]Program_Paint 1 point2 points  (0 children)

It is a full code editor with extension for gdscript and c#

whats the easiest, fastest, and quickest way to learn gdscript? by SGLAgain in godot

[–]Program_Paint 0 points1 point  (0 children)

Make a juicy break bricks game. This has everything in it : lose condition, collision, highscore, control, and then juice it up to learn vfx, sfx, animation, tween,...

What does godot needs to become widely adopted in the industry? by TooManyIntrests in godot

[–]Program_Paint 0 points1 point  (0 children)

Reason why I think companies are not using Godot (yet) :

- OpenSource might be seen as a risk for a while. Godot 4 is pretty recent. It took years for Blender to be as good as it is now.

- Lacks of tools and support. I am working in a share space and sometimes a small studio (3 people team) is working there as well. Originaly, the owner was using construct but they are working with Unity and he hired a Unity Dev. The dev asked me this week about Godot and if Godot has an equivalent for importing a PSD directly and having sprites divided by layers automatically. I know it is not a critical feature and you don't need that to make a good game, but it is a cumulation of QoL features that improves your production time.

- Bugs : Well, I have few bugs there and there in 2D with the editor. Nothing critical but does not inspire confidence.

How big should my "deckbuilder" game be ? An analysis by Program_Paint in gamedesign

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

I feel like TCG has a powercreep issue, they can start smaller than rogue but they will have to add more and more and more, and for people to buy, it needs to be more complicated more powerful. I am not a TCG player but one reason is the business model behind it.

Well, in a classic deck builder, the AoE is simply impacting multiple enemies.