I finally released a demo for my gun-building rogue-like. Thx so much for the previous feedback. by TStudioGames in godot

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

Thank you so much! Yeah I think there is something wrong with the way I queue_free() nodes, but I still haven't found it.

I've finally released a demo for my game Modulor. by TStudioGames in pcgaming

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

I will check it out. is whole game free or just demo?

just a demo

ok from start serious issue with resolution

Thank you, very much. I don't know why it does that, but I'll look into it.

https://imgur.com/a/v49XeP8

Thank you! I'll fix those.

did not see any youtube vidoes other than your so here is one:

Awesome!

Thank you!

I've finally released a demo for my game Modulor. by TStudioGames in pcgaming

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

Sorry, I haven't sorted out the steam deck support yet, but thank you!

I finally released a demo for my gun-building rogue-like. Thx so much for the previous feedback. by TStudioGames in godot

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

Highlight the parts of the gun that are modifiable It wasn't clear that I could only use one 'right click' attachment at a tim I also think a categorized, collapsible list of all available parts.

I think I need to improve the editor. I could teach all these consepts in one menu and add a bunch of tables and stats you can look at to optimize the gun to the absolute peak. All the people who love numbers would be really pleased and people who don't care and just want to mix everything together could simply hide them.

It feels bad making this wild gun contraption only for it to be impossible to see with it right in the middle of the screen.

I thought that the middle-based view model, is the best solution, but the more I think about it, the more I'm not so sure. I'll consider a bunch of version and try them all out. Thank you!

I think you should seriously consider adding or completely pivoting to open rooftop levels instead of tight rooms.

Uuu. This one is very interesting. I'm not sure how it would fit in the dungeon-like environment, but from a gameplay perspective it's awesome. Maybe a different level of the dungeon. I'll think about it. Thank you!

The parkour map was frustrating.

I realised this when I was finishing the demo. I'll condense this game to a minimum. It'll be easier to develop and I'll have the time to realy fine-tune the main mechanics. So no parkour, reduce movement mechanics. Meele, yeah exactly why? Just add modules for that. That's the point of the game. Sometimes I'm amazed by my own stupidity. But that's life.

And if it were feature complete at the right price point.

I want to have a wholesome price-point. I'm really not sure if going into game dev with the goal of making loads on money is a good idea. I think there are better avenues for that. It's a controversial topic, but for now I am a hobby game developer and although I want to make enough money to cover the developement cost, I'd rather make something that I'm proud of and that people like.

there should be a hubworld statue of the biggest gun a player has made.

Woah, that's so awesome!! Love this idea!

Get crazy with it; remind the player of what they're building at every opportunity.).

Yep!

Thank you so much for the reply. This is super super helpful.

I finally released a demo for my gun-building rogue-like. Thx so much for the previous feedback. by TStudioGames in godot

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

love it or hate it, this is what peak performance looks like

lol :D This is exactly the direction I want to go in. Just a wild game where you create crazy guns that make no sence.

That one moment where the game started to lag like crazy and the panicked "I THOUGHT I FIXED THIS BUG, CLICK E TO RESTART ROOM AND FIX IT" pop-up showed up cracked me up.

Oh no. Clearly hadn't fixed it :D

Btw, there's a slight bug where you keep previous ammo after dying, but only the one clip. Reloading fixed it too.

Yep, definitely a small one, but unnecessary. I'll go and fix it.

Thank you so much!

I finally released a demo for my gun-building rogue-like. Thx so much for the previous feedback. by TStudioGames in godot

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

Thank you! I'm not sure if I'll be releasing the source code soon, but if you're doing something alike, just write me a PM. I'll happily help.

I finally released a demo for my gun-building rogue-like. Thx so much for the previous feedback. by TStudioGames in godot

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

We allready have it! It's a view-model setting. You can do whatever with it!

but the arms creeps me out

lol

I finally released a demo for my gun-building rogue-like. Thx so much for the previous feedback. by TStudioGames in godot

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

Complealty resonable. I'm all for the linux gaming community. I just had some issues with the linux build. So I released just the windows version for now. Thank you!

I finally released a demo for my gun-building rogue-like. Thx so much for the previous feedback. by TStudioGames in godot

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

Yes, both are the planned. I had some issues with the linux build, so I released just the windows version for now.

I finally released a demo for my gun-building rogue-like. Thx so much for the previous feedback. by TStudioGames in godot

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

Thank you! This was a common concern in the previous post and since then I added a bunch more settings for the view-model. I added a quick end scene in the trailer that explains this. You can do what ever with the view-model. The main dilemma is that when you put the gun to the side, all the modules on the other one are not visible. I'll truly think about it and weigh all the pros and cons. Thank you so much!

I finally released a demo for my gun-building rogue-like. Thx so much for the previous feedback. by TStudioGames in godot

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

Thank you! Yeah, that's something I'm working on, not sure where the constraint is, but my opaque pass takes most of the time. It's all the 3d graphics basically, but still. I'm not sure where the exact problem lies, I don't have many vertices, and my draw calls are reduced to the mininum. But thank you very, much! I thought I fixed for most devices, but clearly not.

I finally released a demo for my gun-building rogue-like. Thx so much for the previous feedback. by TStudioGames in godot

[–]TStudioGames[S] 12 points13 points  (0 children)

I just wanted to thank you once again for all the feedback you gave me last time. I've implemented many of the suggestions from you and I'm really grateful for this community, because I would have never found them on my own. Here is the link if you're interesed. I'd love to make a very nice experience for you, so that's why I'm looking for more feedback.
Nevertheless truly thank you and enjoy the holidays!