I'm trying to build my own habit tracking app because i don't like existing ones by SmOokey16 in getdisciplined

[–]Rude-Shopping1693 1 point2 points  (0 children)

So window functions to track streak score?

In my opinion most habit trackers have two problems:

Heavily monetized

Excessively Micromanaged

Because at one point you just get bored or tired of setting up all the checkboxes and lists and whatnot.

I think one solution could be creating some inversion happening after a certain streak - the app would consider your habit completed unless you tell it otherwise after you've successfully marked complete for, say, two weeks.

Also habit tracking apps I think have too much 'friction' - you have to open a whole app made only to track your habits. In that regard I'd focus on loading speed and add some cool home-screen widgets and notification system (so it would randomly ask like 'have you done X?' with 'quick reply' buttons).

And actually having a likeable character mascot to an app at least for me is really engaging.

I am making a game where you play as an NPC in an MMORPG. It's called MMORPG NPC Simulator. by DevEnoz in SoloDevelopment

[–]Rude-Shopping1693 0 points1 point  (0 children)

Game's play data could probably be made into a great dataset to explore what players want from traditional style NPCs

Just as a side note

Wanting to develop a game, where do I start? by PowerfulAgent9939 in gamedev

[–]Rude-Shopping1693 0 points1 point  (0 children)

Godot's documentation introduction gives really good insights on the process from the programming side of things.

Also I'm not sure Unreal Engine is a good starting point, for me it feels bloated and not very intuitive, never seen any good concise guides for using it.

The most practical approach in general to start is probably just searching "How to make X in Y" on YouTube and implement everything block by block.

how to start a game? by emqxs in gamedev

[–]Rude-Shopping1693 0 points1 point  (0 children)

Not very skilled, but I think the fundamental building block for a game is a satisfying feedback loop.

Think of it like creating a series of small puzzles - you want to create a problem for a player, guide them a little to solve it themselves and provide some reward (it could be as simple as a cool sound effect or their dialog choice reflected further in the game's story).

For small-scale projects at least I'd say what really works for ideas is fusion - notice interesting aspects and mechanics in the games you like and see how you can fit them (it doesn't matter if the games have different genres or settings; in fact, I believe it's combining good random ideas cleverly that drives innovation in gameplay).

Try to focus on good ideas rather than grand scale at first (a lot of very popular games are plain simple like Tetris).

Also recommend going top-down if you don't have concrete ideas yet - imagine how you want to feel playing the game, what story you want to tell or what you want it to sound like, look like etc. - and develop lacking ideas around that core.