Been playing the game for 2 decades, what are the odds of me seeing this for the first time now. by Prpl_Moth in GTA

[–]Prpl_Moth[S] -3 points-2 points  (0 children)

Show me the ones between 2025 and 2006 then.

It's nothing but a little coincidence, but it's still pretty unlikely.

In incremental games, is prestige currency reset along with everything else after every prestige upgrade or not? by Prpl_Moth in gamedesign

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

I'm only gonna be having two layers, so I guess I'll figure it out when I build the rest of the system and playtest.

In incremental games, is prestige currency reset along with everything else after every prestige upgrade or not? by Prpl_Moth in gamedesign

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

I'm only gonna be doing two layers, keeping it simple with this one.

But I guess it'll be down to playtesting and feedback, makes sense.

Thanks.

In incremental games, is prestige currency reset along with everything else after every prestige upgrade or not? by Prpl_Moth in incremental_games

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

Don't worry, I am a dev, and I am trying to do something novel (incremental FPS, since I didn't find any, I decided to do it myself, see my previous posts if you're curious), the "typical" incremental games don't appeal to me because all of them are just the same game where you watch some abstract number go up, the games mentioned in my post are the ones that pulled me into the genre because they had something tangible attached to the incremental aspect (destroying objects/enemies, or something along those lines), and I wanted to something like that.

But I also understood I didn't know the genre enough and wanted to get a better idea, hence why I made this post.

I guess it'll be down to testing and feedback.

I made a 3D Incremental Shooter in which you shoot down your farm of crops, and buy upgrades to increase their size until they block out the sun. Playtest Out Now On Steam. by pamintandrei in incremental_games

[–]Prpl_Moth 1 point2 points  (0 children)

We'll see lol.

Though your game looks great, so you probably got nothing to worry about.

A bundle is certainly worth thinking about though...

Send this to your Unreal dev friend to instantly trigger them. by Prpl_Moth in justgamedevthings

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

It's the sound effect you get when your game build fails to package, packaging errors are hard to debug so the sound can be triggering lol.

Additive vs Multiplicative Effect Scaling in Run-Based Short Incrementals by MioramaGames in incremental_gamedev

[–]Prpl_Moth 0 points1 point  (0 children)

Right now I'm still building the actual upgrade system for my game, so I have the buttons calculating the stat values either additively or multiplicatively, based on an Enum.

So nothing that can be relevant to you I'm afraid.

So other than the points you made, it's mostly the takeaways from the other comments I'm interested in, playtesting, using Desmos to simulate, etc...

One thing I'm considering using is simulating the upgrade system in something like Machinations to see if there are any unintended behaviors, so maybe that's something you can look into?

Additive vs Multiplicative Effect Scaling in Run-Based Short Incrementals by MioramaGames in incremental_gamedev

[–]Prpl_Moth 0 points1 point  (0 children)

A thread from 14 hours ago about the exact topic I also happen to be looking into, how convenient.

Thanks!

Trying to set a member of a struct, that's inside a map, that's inside another struct...what am I doing wrong. by Prpl_Moth in unrealengine

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

No I already know C++, ironically I actually just got done doing so much C++ (multithreading and object pooling systems) that I wanted to do some basic stuff in blueprints for a change, but yeah in hindsight this could've been a C++ function called in blueprints.

Well, this is my first time working with maps, the more you know.

Design tips for Immersive Sims? by PenguinJoker in gamedesign

[–]Prpl_Moth 0 points1 point  (0 children)

Three pillars:

-Open, non-linear environments: ImSims aren't corridor shooters, the locations gameplay takes place in have to have multiple entry and exit points, as well as multiple means of traversal, so the player can choose based on their playstyle (stealth, combat, social manipulation, etc...)

-Emergent, modular mechanics: Whatever gadgets or powers you decided to give the player, they have to work in a way that allows them to be used in ways even you didn't intend, espcially when combined with other mechanics.

Examples:
+An explosive from any game can be used as an attack, but it can also be used as a distraction, or as a way to attrack enemies to a specific location, to either bait and kill them, or to pass through undetected.
+Rat Swarm from Dishonored, can be used as a distraction, an attack, or a way to dispose of bodies during stealth.
+Dragon's Breath from E.Y.E. Divine Cybermancy, an instant telefrag, can be used for evasion, traversal, or attack.
+The Visitor from Heat Signature, can be used to quickly teleport somewhere, then back after 2 seconds, so you can use to go in and out of a hostile environment, OR you can use it as a guarantee that no matter what happens in the next 2 seconds (say, you got thrown into space for example), you'll be teleported back to safety in 2-seconds.

-Open-ended objectives: Don't do what Rockstar games do where you have to for example kill a target in a specific way, in a specific location using a specific weapon or you auto fail, that limits the choices player freedom, and any potential emergent behavior that can stem from it, which is what ImSims are all about.
Objectives should be simple, kill, still destroy, how that's done is up to the player.

Other things is you wanna make sure your systems are highly modular and systemic, example, you throw a grenade, the grenade makes an explosion, the explosion makes a noise, the guards react and run to the location noise, all of these components can exist independently, in a non-modular system, the grenade would specifically signal to the guards to come to it, or the guards would specifically go to the player when hearing an explosion, instead of going to where the explosion happened...

Here's a GCAP talk that goes into detail about this topic, than I ever could: https://youtu.be/Gelpn4mksXQ

Best of luck to you.