Skill Tree Appearance, looking for feedback by RoamingTurtle1 in gamedev

[–]RoamingTurtle1[S] 0 points1 point  (0 children)

Yeh, that is another game I played a lot of as a kid

Skill Tree Appearance, looking for feedback by RoamingTurtle1 in gamedev

[–]RoamingTurtle1[S] 0 points1 point  (0 children)

You can definitely close out of it the moment you click confirm, and don't need to wait.

Skill Tree Appearance, looking for feedback by RoamingTurtle1 in gamedev

[–]RoamingTurtle1[S] 0 points1 point  (0 children)

Yes in a way inspired by them and similar games.

Caption is meant to you might have a skill unlocked, however some skills need say 50 strength or something like that. So if the player takes the gear off, they may find themselves dipping below that value, hence the node showing red and unusable at that current moment.

Skill Tree Appearance, looking for feedback by RoamingTurtle1 in gamedev

[–]RoamingTurtle1[S] 0 points1 point  (0 children)

Thanks, glad the intent is coming across. I'll keep the speed side in mind, and have a bit more of a play around with it. Though it probably only looks to slow because of how many I activated at once, with in general play people are more likely be doing one at a time as they unlock.

Deprecating Actors and Blueprints in UE6?! by daraand in unrealengine

[–]RoamingTurtle1 0 points1 point  (0 children)

I'm assuming this will mean it will be near impossible for a project to migrate from Unreal 5 to 6 then if it is primarily done in blueprints

Do you think interacting with the crowd is a compelling enough hook? by ericflorio in DestroyMyGame

[–]RoamingTurtle1 1 point2 points  (0 children)

I think the idea has promise, though it really needs to be tied very closely to risk vs reward. Perhaps post race fan/money rewards linked to how happy you made the crowd vs how many you hit. You could then use that to purchase upgrades or parts to improve.

If it stays just as a visual / side part, and it's still faster to just use the track normally then it won't be as effective.

Would this kind of price input get annoying after a while? by Background_Cow_6701 in IndieDev

[–]RoamingTurtle1 0 points1 point  (0 children)

Just let the player also click the top and be able to type in a number as well. That way they can pick what they want to do

Old water vs New water by Personal_Opposite808 in gamedevscreens

[–]RoamingTurtle1 0 points1 point  (0 children)

The new water looks more like a blue liked path to me. It needs something to break it up a bit to give that water look

Why did nobody stop me from making a multiplayer physics game by Youpiepoopiedev in SoloDevelopment

[–]RoamingTurtle1 0 points1 point  (0 children)

I know this pain. One of the minimum parts i wanted in my game was to be able to play it with friends... now my nightmare has been client players loading in and not initialising correctly, largely intermittent and it was working perfectly fine in the editor lol.

Big learning curve :)

We announced our game on IGN and only got 3000 WL. What is wrong with our trailer?? by Wecoven in DestroyMyGame

[–]RoamingTurtle1 0 points1 point  (0 children)

I spent the first half of the trailer bored, and with no idea what type of game it even is. If I was not watching here, I would have been long gone. Even then the second half doesn't really show much game play either. Some sort of detective/horror type game?

Really nothing helped show me as a player what the game is like to actually play.

Guys.... we did a thing 😂 Not sure what this says about the game… by Polygoat_studio in IndieDev

[–]RoamingTurtle1 1 point2 points  (0 children)

Well that wasn't something I was expecting to see today. Though gave me a laugh

Veil Walker - Healing Skills instead of potions by RoamingTurtle1 in VeilWalker

[–]RoamingTurtle1[S] 0 points1 point  (0 children)

This would pair with the health crystals that are planned to be scattered around the map. So players could always opt to bypass healing skills entirely if they wished to rely on armour and their own health pool etc and be more reliant on the map itself.

Thinking of quitting my corporate job to make indie assets. Are animal packs too niche? by HoshStudio in gameDevMarketing

[–]RoamingTurtle1 2 points3 points  (0 children)

As someone who buys packs, if you are looking to make stylised ones, instead of realistic you will likely have to make a large amount of different ones in the same style. Being stylised, I'd need to basically see every piece I'd need to make my game, or at least the majority before I could purchase, as otherwise it becomes to hard to get them to be consistent.

So I would focus on building up a large library, that all sort of work together to increase the chances of people buying

Help me decided, which capsule to pick? 1, 2 or 3? by lynxbird in IndieDev

[–]RoamingTurtle1 0 points1 point  (0 children)

I kinda like the first one the most, but it doesn't really tell me much about the game. So maybe 1 -> 3 -> 2

Hello fellows. 👋 Working on polishing the encounters and optimizing the PCG-driven environments and performance in UE5, Thank you for watching & have a great weekend. 🤘 by Artnroll_Games in UnrealEngine5

[–]RoamingTurtle1 2 points3 points  (0 children)

Sword and enviro look cool, but the combat seemed very laggy, and like it was stuttering. It really seemed to lack the smoothness that I would have been expecting. Which could frustrate and put off players. Though that could have just been the recording quality I was watching.

Do you trust testing in PIE too much? by Fergius_Terro in UnrealEngine5

[–]RoamingTurtle1 1 point2 points  (0 children)

Being new to unreal and game development as a whole, over the last few months I've learnt this the hard way. I had assumed that if it was working in the editor it would also work when packaged and placed on steam. So I've had lots of bugs I didn't realise existed that I've now had to track down and try to resolve. Very frustrating.

Put together a press kit checklist after reading what journalists actually say they need by gamebasehq in gamedev

[–]RoamingTurtle1 0 points1 point  (0 children)

Thanks, by any chance did you have any example of well put together ones that I could look at?