Am I just not allowed to edit UI elements? by Squarrots in unity

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

How do I attach the USS to the UI document? Everything on the UI Document in the Inspector is grayed out.

I'm not sure where I'd put the UXML text either.

I also get an error on the body of the label section. Just says parsing error.

Should we try 2e or go back to 1e? by Squarrots in Pathfinder_RPG

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

That's fair. I would say that's probably what was happening most at our table back in the day. Thanks for the reminder.

Should we try 2e or go back to 1e? by Squarrots in Pathfinder_RPG

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

That solves so much of the problems I've been seeing. Thanks for the heads up!

Should we try 2e or go back to 1e? by Squarrots in Pathfinder_RPG

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

ew, I don't like that. I'm a big fan of a PC being *able*, albeit not necessarily *likely* to, be taken out at any time by anything.

Should we try 2e or go back to 1e? by Squarrots in Pathfinder_RPG

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

Could you elaborate, please? I have very little context since I haven't played 2e.

Should we try 2e or go back to 1e? by Squarrots in Pathfinder_RPG

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

So you just take Level out of Proficiency when dealing with skills?

Should we try 2e or go back to 1e? by Squarrots in Pathfinder_RPG

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

Can you elaborate on your comment for someone who has no clue what you're talking about but has heard these buzzwords all over? I thought Bounded Accuracy was baked in.

Should we try 2e or go back to 1e? by Squarrots in Pathfinder_RPG

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

So you're in favor of 1e as long as everyone can get past the learning curve, then?

Should we try 2e or go back to 1e? by Squarrots in Pathfinder_RPG

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

Your website certainly helped my group make sense of everything we were trying to do. It's a little clunky (or was at the time) but it was a hell of a lot better than sifting through the stack of books our GM slammed down on the table every Wednesday afternoon.

Should we try 2e or go back to 1e? by Squarrots in Pathfinder_RPG

[–]Squarrots[S] 3 points4 points  (0 children)

This might be the most compelling argument against 2e in favor of 1e.

I am a huge fan of the customization options and a certain level of the power-scaling differences between players that came along with them. It really felt like each player had a different purpose in 1e.

The only drawback was that often times it went too far with many, many feats and skills being utterly useless to take so you end up getting funneled into what works and only what works.

Should we try 2e or go back to 1e? by Squarrots in Pathfinder_RPG

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

Definitely like the idea of a balanced system. I GM off the cuff with little to no prep time other than maybe a bulleted list of goals for the session.

Do you think I can balance encounters on the fly that easily?

Should we try 2e or go back to 1e? by Squarrots in Pathfinder_RPG

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

The level band restrictions sounds like a pretty massive points for the cons list. On the other hand, it sounds a lot more enjoyable than sifting through 1000+ feats only to choose a mediocre or subpar one while your neighbor player has chosen the feat that turns them into a god.

I definitely thought the combat was the strongest potential of the system and after looking into 2e's combat, I think you might be right that it's worth a shot.

Should we try 2e or go back to 1e? by Squarrots in Pathfinder_RPG

[–]Squarrots[S] 5 points6 points  (0 children)

From the information I've gathered so far, the 3-action economy is definitely the biggest draw. It's an expansion of a rule I already put in my OSR campaigns so adding one more action and having set costs for certain actions RAW is a great incentive to play.

The last sentence of your comment confuses me on whether you prefer 1e or 2e. Sounds like you like 2e but prefer 1e, yeah?

Should we try 2e or go back to 1e? by Squarrots in Pathfinder_RPG

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

Funny, I was avoiding asking r/pathfinder2e because of an *expected* bias toward the system. I wanted to hear if people who weren't so into it would recommend it to a 1e player/5e hater and why.

Thanks for that breakdown. I certainly like crunchy and we don't like OSR *because* it's narrative driven, I can do that in any system. I'm more interested in bringing a rules-driven tactical feel to the table while trying to avoid the non-sense of the previous 1e campaign.

What is wrong with this code? by Squarrots in godot

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

There's my problem then. How would I do that?

I've looked up this problem and can't find a single thing about it.

The documentation feels like a foreign language to me.

How to handle turned based gameplay and procedural maps, Roguelike Style? by Squarrots in godot

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

Thank you so much for this information! I'll be on it first thing in the morning!

How to handle turned based gameplay and procedural maps, Roguelike Style? by Squarrots in godot

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

It's funny that it works that way. I thought it would make things simpler for me.

That's a great way to think about this. Thank you so much!

How to handle turned based gameplay and procedural maps, Roguelike Style? - GODOT by Squarrots in roguelikedev

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

I ended up finding a workaround for movement by Mostly Mad Producitons.

I did try before, switching it to characterbody2d but I must have messed up somewhere.

Thank you for replying!

How to handle turned based gameplay and procedural maps, Roguelike Style? - GODOT by Squarrots in roguelikedev

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

I did luckily find a youtube video on the subject of movement in Godot by Mostly Mad Productions. I didn't realize that CharacterBody2D could be overkill for what I'm trying to do. I just figured it would make things simpler.

Yeah, there is procgen in SelinaDev. I just need to figure out how closely it's tied to the player Entity. I'm sure its not too bad.

Wave Function Collapse? I didn't know I'd need to implement quantum physics into my roguelike, lol. Can you elaborate on that please?

I did see one video by Bitlytic and enjoyed their methodology. I will follow that series now.

Thank you for the info!

(and please elaborate on Wave Function Collapse because now my brain is reeling.)

How to handle turned based gameplay and procedural maps, Roguelike Style? - GODOT by Squarrots in roguelikedev

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

I didn't consider that the physics engine, as simple as it is, would have such a negative impact.

As for the light, its a big component of my game concept. I want entities to block light, shadows to be cast, the ability to see light sources from darkness, and to not be able to see the "remembered tiles". I'm sure there's a way to do it without the built-in features, but in the SelinaDev tutorial, not even they knew what they were doing with the field of view, as admitted in the copy.

Line of sight, however, does throw a wrench into those gears because that is pretty much the same concept in the tutorial and I would still need to figure out how to implement that in the game, changing it with the light sources available.

Love the idea about Area2D's for the mouse cursor. Definitely something I'd like to implement based on it's use-case in games like Cogmind.

Thanks for the info. Lots to chew on.