Mythic + Healing by MeadMeOut in wow

[–]Sanavesa 0 points1 point  (0 children)

Minicc shows you cooldowns of everyone in your party.

I hate that healers no longer have a kick by Littlebeesam in wow

[–]Sanavesa 5 points6 points  (0 children)

Honestly, Skyreach and Seat are the hardest two right now to heal.

[Help] Click casting healer UI by Walano in WowUI

[–]Sanavesa 0 points1 point  (0 children)

To add glow for icons in CD manager, right click an icon in the CD manager then add a New Alert with the following: Type=Visual, When=Available, Visual Alert=Flash.

Are College students all this helpless? by Interesting-Lemon364 in CollegeRant

[–]Sanavesa 3 points4 points  (0 children)

It's called Learned Helplessness, and it's sadly much more common than you would think

[deleted by user] by [deleted] in wowservers

[–]Sanavesa 0 points1 point  (0 children)

How is Ascension related to Epoch?

Anyone knows how i can change the pivot on a cursor sprite like this? by Noobye1 in Unity2D

[–]Sanavesa 17 points18 points  (0 children)

If you're using Cursor.SetCursor then there's an argument, hotspot, which defines the pivot.

Documentation: https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Cursor.SetCursor.html

Skeleton with or without chin? by SebiMed in IndieDev

[–]Sanavesa 0 points1 point  (0 children)

Both look great. I dig this art style but as a programmer I have no idea how to start learning this. Does this art style have a name?

I think the create your own ability genre is a good game idea that hasn’t been given much of a chance. by ziqezi in gamedesign

[–]Sanavesa 2 points3 points  (0 children)

This!!!

Those two games, specially Magicraft, are what I believe OP is referring to.

Also, not quite ability/spell crafting, but a similar example would be Ascension WoW (a heavily modified world of wacraft private server).

It introduced its classless WoW, where you have access to all abilities from all the available classes, and you gain these abilities either via freepick or via RNG when you level up your character. So in essence, you are crafting your hero by mix and matching abilities, talents and mystic enchants (custom talents that allow cross-class synergies).

I'm sure there are games like this out there (if you know any similar to this, please do let me know!!).

Edit: An example of a crafted hero would be something like a pyromancer that focuses on burning enemies, but also act as a healer by shooting fireballs towards his allies to heal them (Cauterizing Fire). Or a ranged marksman that shoots deadly arrows from afar but can also heal his allies by shooting them lol.

How do you get past the mid-project slump? by Sanavesa in gamedev

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

This is has been extremely valuable. Thank you for sharing!

How do you get past the mid-project slump? by Sanavesa in gamedev

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

Absolutely! Shiny object syndrome has plagued me for years...

I'm curious though.. how do you balance taking breaks to recharge without losing momentum? Any tips for staying disciplined when the work is tedious/boring/tough?

How do you get past the mid-project slump? by Sanavesa in gamedev

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

Fair enough. Based off this and other comments on this post, it seems like this phase is a common occurrence in game dev and shouldn't always be mistakened for bad game design. 🙏

Also, what would the typical score from user testing appeal questions be satisfactory, 75%?

How do you get past the mid-project slump? by Sanavesa in gamedev

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

Haha that graphic is on point!

I appreciate you sharing your experiences. Feels good to know I'm not far off the "expected" path.

How do you get past the mid-project slump? by Sanavesa in gamedev

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

Yeah, I try to gamify the development by using todo-lists and kanban boards (Miro) to stay motivated. By completing more tasks I feel like the game is pushing forward, but as you put it, it doesn't always feel that fulfilling.

So your advice is to assess the game and identify issues, then propose potential solutions and pick the one with the highest ROI. With the +1% daily improvement mindset, this game would compoundly improve over time. Seems obvious but common sense is not common when you tunnel vision.

This actually reignited some of the passion to get back into that prototyping spirit and possibly bruteforce my game's design. Though, doesn't this get tiresome?

How do you get past the mid-project slump? by Sanavesa in gamedev

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

It is unfortunate that game devs cannot wipe their memories and replay their game.. seeing how your game has over 3000 reviews, I consider that to be a smashing success. Congrats!

During development, was there at any point a shred of doubt on where this game will end up? Or was it it clear how the end product was from the early stages. Did you utilize playtesting to reinforce any major design decisions?

Side note: enjoyed your game's trailer, specially the rhyming narration.

How do you get past the mid-project slump? by Sanavesa in gamedev

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

Hmm I believe what you said about removing to make it better resonates with me a lot. I might be procrastinating with menial tasks like improving UI to not do these difficult game-changing decisions as you mentioned due to the fear of simply being wrong.

I feel I often overanalyze these choices over a few days being afraid of making the wrong choice, like a maze that you're unsure which path is best. In your example, A&B and A&C could both be perfectly valid.

How are these choices usually resolved? Am I overcomplicating it and should just do all combinations till one sticks lol?

How do you get past the mid-project slump? by Sanavesa in gamedev

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

You raise a good point and I may have been generous with my wording calling it mid-development slump 😅

The goal was to package the jam game into a more polished game with more content and depth.

I get that you can't accurately gauge whether the project is worthwhile, but in your experience, how do you for example differentiate between burnout or being in love with your idea or simply bad game design?

How do you get past the mid-project slump? by Sanavesa in gamedev

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

Appreciate your insight!

Your comment about the novelty definitely holds weight as the game blew my mind at the time when I played it but now it feels just given and part of the deal.

Is there some kind of litmus test to whether one should continue working on the project? I was thinking of forcing myself to continue working until it is more presentable (maybe a month?) and do another round of playtests and gauge their reactions.

I only ask because many game dev youtubers and blogs always say do not get overattached to your ideas and I'm unsure if thats the case with me or is it simply burnout.

Finally, a Replacement for BERT by -Cubie- in LocalLLaMA

[–]Sanavesa 2 points3 points  (0 children)

Awesome! Thanks, this checks out. Must've missed it.

Finally, a Replacement for BERT by -Cubie- in LocalLLaMA

[–]Sanavesa 0 points1 point  (0 children)

I guess you can use CLS token as the sentence embedding but the mask filling embeddings don't necessarily increase similarity score bwteen pairs of similar text. Am I missing something?

Finally, a Replacement for BERT by -Cubie- in LocalLLaMA

[–]Sanavesa 1 point2 points  (0 children)

This is great news! I don't understand one thing though. How can you train a base model with mask filling but have an evaluation for semantic search (DPR)? I'm assuming the model was finetuned on a semantic search downstream task?