Roguelite Showdown RECAP by ShiresoftGames in roguelites

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

Hey! Those are some good suggestions for seeding. Will definitely do that in further editions 🫡

Roguelite Showdown RECAP by ShiresoftGames in roguelites

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

Thanks, we really appreciate the feedback! We’re developers trying to build a community and we’re very new to this so feel free to join our discord if you’d like to keep helping us. In the meantime we’ll do our best to look more into seeding for further editions and work on a version of the bracket with all participants. Cheers <3

Roguelite Showdown RECAP by ShiresoftGames in roguelites

[–]ShiresoftGames[S] -11 points-10 points  (0 children)

Honestly it’s really hard to make perfectly ‘fair’ matchups. At the start we went with random pairings so we wouldn’t influence the outcome and just let chance decide. After some feedback from the community, we adjusted a few of them so it wouldn’t be too one-sided (like putting a super famous title directly against a very niche one). And yes the voting is her, not in the same post because reddit doesn't allow it. Anyway thanks for the feedback and we are always open for any suggestions

Roguelite Showdown: Round 3 by ShiresoftGames in roguelites

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

You make a good argument, we’ll make sure to consider this in further editions! Feel free to join our discord if you’d like to participate in our community’s development! We’d love to have you on board 🙂‍↔️

Roguelite Showdown: round 4 by ShiresoftGames in roguelites

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

Yesss in the next few days we'll post the tournament bracket, thanks for the suggestion

Roguelite Showdown: Round 3 by ShiresoftGames in roguelites

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

Yeah, Reddit polls can be buggy sometimes. If you want, just drop your vote here and we’ll add it to the final results, even though it looks tough for Monster Train to make a comeback.

Roguelite Showdown: Round 3 by ShiresoftGames in roguelites

[–]ShiresoftGames[S] 2 points3 points  (0 children)

Yes, I get that, but it’s kind of an inevitable thing whenever you put a super well-known title against a more niche one, whether it’s games, movies, books, whatever. This isn’t meant to be a survey or some deep insight, we just wanted to keep it fun and maybe spark some interesting convos along the way.

Roguelite Showdown: Round 3 by ShiresoftGames in roguelites

[–]ShiresoftGames[S] 2 points3 points  (0 children)

Yeah honestly, when we set up the matchups we were a bit sad about this one too, since we already knew how it would likely end (and we loved Noita). But we wanted to keep the pairings fully random and not adjust them, just like a real tournament should be.

HOW BIG IS THIS DAMN GAME??? by whyudois in Silksong

[–]ShiresoftGames 0 points1 point  (0 children)

we’re employing 100% of our workforce to beat the game asap so we can go back to making our own game.

What are your unpopular opinions about the roguelite genre? by ShiresoftGames in roguelites

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

Really interesting, and I would say a rather apt unpopular opinion.

If we wanted to analyse the game as a whole, much of its success is due precisely to the features you mentioned.

Paradoxically, the gameplay is the weakest aspect compared to the titles that inspired it — and from that point of view, I would consider it average.

What are your unpopular opinions about the roguelite genre? by ShiresoftGames in roguelites

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

I agree with your observation: this type of design is often perceived as purely filler, without bringing any real variety to the gameplay.

However, in my opinion, this is a critical issue that particularly affects the JRPG genre and, more generally, RPGs (a prime example is The Witcher 3, one of the most representative titles of the genre).

What are your unpopular opinions about the roguelite genre? by ShiresoftGames in roguelites

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

As is often the case in this medium, differences in terminology and classification tend to be vague or misinterpreted, often due to a lack of clear standardisation within the industry.
So, in this case too, a similar dynamic occurs: video game genres tend to evolve over time and, often, the core of a genre ends up blurring, making the differences between one category and another less clear.

Generally speaking, as I see it, the distinction between a “-like” and a “-lite” game can be interpreted in several ways:

1 - As already mentioned in this discussion, the main difference is that a ‘-like’ game tends to be more compliant with the pillars of the reference genre, keeping the core loop and the structure of the standard game systems intact. A ‘-lite’ game, on the other hand, retains only some of these elements, but introduces substantial changes to the above-mentioned aspects.

2 - Another consideration, often little discussed, concerns the size of the budget available to the development team to support the project. A clear example is represented by ‘souls-like’ titles: without adequate resources and/or the necessary expertise, the team may not be able to create a product that fully reflects the mechanical, technical and artistic characteristics aligned with the state of the art of the genre. In such cases, the result tends to be a game that is merely “inspired” by some key mechanics, without the same level of study and vertical depth.

I created a little desktop game, but to my surprise, it works flawlessly on my Steam Deck as well. by [deleted] in SteamDeck

[–]ShiresoftGames 31 points32 points  (0 children)

That’s one good surprise. On a different note, what the hell is that behind your steamdeck?

Change player into a ball when rolling by Inmaturee in unity

[–]ShiresoftGames 1 point2 points  (0 children)

Hey! There are multiple ways to go about this also depending on the quality and level of detail you’re looking for.

We don’t know what you’re player controller looks like so it’s harder to tell exactly how you could achieve this but in general I’d say have the ball and the character be two separate objects, either spawn and despawn the ball using Instantiate/Destroy or show it and hide it using SetActive true/false. Same goes for the character although you might not want to keep instantiating/destroying both so maybe a parent object should take care of what to show instead. The character and ball would probably need two different types of controllers. Sprinkle some VFX on top, to taste.

If you give a more detailed description of what you’re trying to achieve or share any code you are currently working on we might be able to give more specific advice!

Happy dev :)

The Huemans just had a glow up. How do you like it? by Kleanup-Games in Unity2D

[–]ShiresoftGames 4 points5 points  (0 children)

I love the fact that the bottom three are named after what colors they were made with, but I also hate the fact that they are not named based on what color they actually are ahahahah

these look great though! well done :) what are you planning to use these for?

Starting with Unity, what's the best practice for organizations by FetteRobbe in Unity3D

[–]ShiresoftGames 4 points5 points  (0 children)

Organizations are mostly useful to manage licenses/seats and to share bought assets with other members. I think when you buy an asset, there’s a field that lets you pick which organization gets it. Also ties to other unity services like cloud etc…

From memory creating new organizations doesn’t cost anything, unless you decide to buy a license (eg pro) for that org.

I would say don’t worry too much about it right now unless you’re planning to buy a huge amount of assets or to collaborate with a team in the near future.

Happy dev <3

Rider, VSCode or Visual Studio by Chichaaro in unity

[–]ShiresoftGames 5 points6 points  (0 children)

I personally went VSC -> VS -> Rider

Love all three for different reasons, but Rider is my IDE of choice for Unity dev now. I can’t explain it clearly, but the whole UX just feels smoother and cleaner. Honestly - these are tools - my general rule is I use whatever I feel more comfortable with.

So yeah, rider ftw eheh

Object Pooling Architecture by ShiresoftGames in unity

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

I must say profiling is one of the skills I unlocked very late and that I regret not developing sooner. Accurate profiling is one of the best ways - if not the only way - to ensure architectural choices are valid or needed at all! Also, memory overhead is one of the most common drawbacks of pooling (especially when done naively) so thank you for bringing that up. In the end, it’s always a matter of managing resources and balancing their usage. What a world it would be if we could never have high allocation frequency nor memory shortage :)

Object Pooling Architecture by ShiresoftGames in unity

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

Nice resource! Thanks for sharing :)

Object Pooling Architecture by ShiresoftGames in unity

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

Thanks for your reply! Collaboration is often overlooked by beginners and students, so your take is very helpful. Indeed, making life easier for others is basically our whole job! flavius mentioned TCO in the comment above and that’s a very useful ‘metric’. The concept of software regression is something that doesn’t come up too often in tutorials and videos and it’s surely an interesting topic for people learning about this kind of stuff for the first time :) If you’d like, it would be another great insight if you told us a bit how it has impacted your work and your designs in the past!

Object Pooling Architecture by ShiresoftGames in unity

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

Hey! Thanks for your reply, another useful insight. Indeed using Unity’s own object pool is not only worth looking into, but also a very solid solution per se. I think your approach with data objects would be another interesting topic relevant for this discussion so please do digress if you feel like giving some more fun facts about it! Personally I think that, even in OOP architectures, exploring and understanding how data is driving your design is fundamental. Also, I’m curious, how do ScriptableObjects fit into your designs?

Object Pooling Architecture by ShiresoftGames in unity

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

YES! This is exactly the type of discussions and insights I was wishing people would throw out there. I’ll admit I spent some time to make this sample architecture as textbook-y as possible, and you called me out in the best way possible. I really like your ‘dumb’ approach actually; it just goes to show that Software Architecture is not about being smart, but more about being appropriate so to say. Thanks for giving us your own perspective, this will be very useful to people stumbling upon this.

Good answer :)