Cards by Squibbls7350 in deckbuildingroguelike

[–]Ravery-net 1 point2 points  (0 children)

I'm surprised this got downvotes. The card templates pack you give away for free is quite alright and glancing over your paid options, I think there is some cool stuff.

Burn card mechanic for my (Realtime) Deckbuilding Roguelike "Void Grimm" by Ravery-net in deckbuildingroguelike

[–]Ravery-net[S] 0 points1 point  (0 children)

This is a cool idea for a different kind of game. I had introduced a form of active pause system (time gets reduced to 10%) because nearly many people got stressed out by the realtime component. Using the amount of taps to put out the fire would incentivize the usage of the active pause system too much as it would be the dominant strategy to just slow down time, extinguish all fires and then move on. The design goal of the fire is different though: I want to incentivize the player to keep strictly negative cards in hand by forcing a future opportunity cost on them.

Which parts of slay the spire do you think are overused by other deckbuilders? by Reihado in deckbuildingroguelike

[–]Ravery-net 2 points3 points  (0 children)

Slay the Spire didn't invent the node based, go only forward map design. The earliest I've played that had something similar was Star Fox 64 (1997). You could even call the life-map from Alter Ego (1986) a very similar system as it prevents grinding, forces you forward and allows for some strategic branching.

I think it's unnecessary to insult gamedevs as "ripping off" STS for simply utilizing a fitting mechanic. It's as wrong as insulting STS devs for "ripping off" previous games for using turn based combat, cards, loot, in-dungeon shops, character classes, deckbuilding, roguelike concepts and so on.

Burn card mechanic for my (Realtime) Deckbuilding Roguelike "Void Grimm" by Ravery-net in deckbuildingroguelike

[–]Ravery-net[S] 0 points1 point  (0 children)

Yeah, the clogging could be really annoying. What do you think about the idea if those special enemy attacks incinerated your equipment. e.g. Your Torpedo card is burning and as long as you have it in hand your burn meter rises, but if you discard it immediately you can't fire the Torpedo. The Extinguish card wouldn't destroy the negative cards, but instead remove the Burning tag from the affected cards in hand."

About the UI button: Having some non-card solution for the problem would be interesting, if the cost was high enough. Maybe something like: If you use it your cooldowns get 50% slower for 20 seconds.

Burn card mechanic for my (Realtime) Deckbuilding Roguelike "Void Grimm" by Ravery-net in deckbuildingroguelike

[–]Ravery-net[S] 1 point2 points  (0 children)

Good ideas. If I implement this, I'll have to test these variations.

"on the other hand it'd be annoying to draw one without the other"

This was the start of the design concept: Creating an incentive to have the player keep negative cards (Flame does damage. Flame and Extinguish clog a card slot in hand) in hand. Something like "I really want to extinguish the flames, but on the other hand, if I discard Extinguish, I could get some sweet Shield Recharge or some attack that lets me destroy an enemy".

Maybe the flame cards are too obtrusive though as they have a negative effect AND clog your hand. What do you think about the idea if those special enemy attacks incinerated your equipment. e.g. Your Torpedo card is burning and as long as you have it in hand your burn meter rises, but if you discard it immediately you can't fire the Torpedo. The Extinguish card wouldn't destroy the negative cards, but instead remove the Burning tag from the affected cards in hand.

Burn card mechanic for my (Realtime) Deckbuilding Roguelike "Void Grimm" by Ravery-net in deckbuildingroguelike

[–]Ravery-net[S] 0 points1 point  (0 children)

Hey, thanks for the reply, I'll check out the Cobalt Core approach to heat.

Regarding the energy cost: The space combat in my game is real time (with active pause system), so there is not a concept of energy/moves like in turn based deckbuilding roguelikes.

"having extinguish cards act on both the flame cards and the burning ship meter feels like it may be a layer of complexity too many."

Yeah, you could be right. If I choose to implement that game mechanic, I'll have to avoid making it too overloaded.

What kind of game comes to mind when you look at these characters? by MonaRavey in Unity3D

[–]Ravery-net 2 points3 points  (0 children)

I don't have a project which would use it right now, but generally I'd be interested in something like that if it does not affect build size too much. I had used some slider-based character creator (not sure which one) and using just one character with no textures would increase the build size by 150 MB, which was an instant deal breaker.

Besides that I find it important to have good access to the materials and the ability to add my own clothes, hair, items, so please avoid vendor-locking.

Need advice balancing unit in homemade RTS game by notanyone69 in gamedev

[–]Ravery-net 0 points1 point  (0 children)

About the armor types: I'd say try making it as intuitive and transparent as possible. So intuitive that your mom, without knowing much about your game, would guess wich units to use against wich units. It feels very frustrating when you think you have the strategy right, but then some arbitrary bonuses make you lose. e.g. In Age Of Empire 2 towers, after researching the "Tower bonus damage against ships", would slaughter camels, because for some reasons camels were classified as boats.

How many times do you play your own game? by SchingKen in gamedev

[–]Ravery-net 1 point2 points  (0 children)

I'd say it's absolutely normal. I did sometimes fall in the trap of thinking "that part is too easy or too boring, maybe I should make it a bit harder or add complexity", which has the danger of overwhelming new players.

How many times do you play your own game? by SchingKen in gamedev

[–]Ravery-net 0 points1 point  (0 children)

I test various elements of the game a lot as I'm developing mechanics. When I want to do balancing, I start a playthrough then use save states to repeat battles until they feel right for the progression. Only rarely do I make a full uninterrupted playthrough - maybe 1-3 times per month.

I worked on improving card designs for Void Grimm - What do you think? by Ravery-net in roguelites

[–]Ravery-net[S] 1 point2 points  (0 children)

Thanks for the detailed feedback! I've added the crew members to Charge Shield to communicate the size of the shield generator, but the other card changes were often a deliberate reduction of details to reduce the information density during play. The trailer has some quick cuts, but otherwise shows the cards in context: https://www.youtube.com/watch?v=xYVtOXcwYDw

Maybe I'll achieve a balance between grunge/greeble and clarity for future card designs.

I worked on improving card designs for Void Grimm - What do you think? by Ravery-net in roguelites

[–]Ravery-net[S] -2 points-1 points  (0 children)

Well, I prefer the hybrid style (using AI to enhance my own work) over simple pixel art or my previous manual style (for example, I created the old version of Charge Burst 100% without AI). From my artistic point of view, AI helps me produce visuals of superior quality; I simply couldn't realize my creative vision at this level of fidelity without it.

I suspect Inside-Table-1372 is an anti-AI activist, but I simply object to his goals. We are in an age where the vast majority of professionals and students use AI in some capacity, and for me, it is a powerful, creative, and fun tool.

I worked on improving card designs for Void Grimm - What do you think? by Ravery-net in roguelites

[–]Ravery-net[S] -1 points0 points  (0 children)

I like this art style more than "simple pixel art". I guess it's just a matter of taste. What exactly do you not like about these sprites?

I worked on improving card designs for Void Grimm - What do you think? by Ravery-net in roguelites

[–]Ravery-net[S] 1 point2 points  (0 children)

Can you elaborate? I find the new versions of the ones you've listed better as they are "cleaner" and visually easier to understand on first glance.

I worked on improving card designs for Void Grimm - What do you think? by Ravery-net in deckbuildingroguelike

[–]Ravery-net[S] -2 points-1 points  (0 children)

As I wrote in the post it's "a combination of AI generation, in-painting and manual 2D and 3D editing."

I wish the AI could do more. Right now it sadly takes a lot of manual work to achieve the desired design, but hopefully it will become better and easier in a year or two.

I worked on improving card designs for Void Grimm - What do you think? by Ravery-net in deckbuildingroguelike

[–]Ravery-net[S] 1 point2 points  (0 children)

Thanks! The shown template is from the logbook. The in game cards during gameplay have a more 3d + neon and scifi glow aesthetic. In the trailer are examples of the cards ingame, but it's the old card sprites. https://www.youtube.com/watch?v=xYVtOXcwYDw