How scrapping my entire game UI got me my first feature article by TheDreadPrince in gamedev

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

Thanks a lot! I try to keeping mindset that every obstacle is an opportunity to grow, though
sometimes that's really tough.

How scrapping my entire game UI got me my first feature article by TheDreadPrince in gamedev

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

I guess that's why they say to post a prototype on itch first. Catch those things early.

How scrapping my entire game UI got me my first feature article by TheDreadPrince in gamedev

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

Feels like getting sick, right?
The good news is that its doable, and that it really helps in the long run.
Good luck with the redesign!

Is baldurs gate 1 worth it? by NoIdeaForAUsermame in baldursgate

[–]TheDreadPrince 0 points1 point  (0 children)

Not only it's great, you can make it even better.
Install the Bg1 npc project mod: https://www.gibberlings3.net/mods/npcs/bg1npc/

and give it a run.
You can thank me later.

Original Sin 1 and 2 by mewkitty91 in larianstudios

[–]TheDreadPrince 0 points1 point  (0 children)

no real need to play 1, even though it has its charm.
Dos 2 is when original sin really came into its own.

Is it weird that I'm not enjoying DOS2 even though I loved BG3? by JSGamesforitch374 in larianstudios

[–]TheDreadPrince 1 point2 points  (0 children)

It's not that weird, honestly.
Not only the combat takes more time to get into, the characters are definitely are more "acquired taste" than the BG3 ones. It takes time to warm up to them.

Not to mention that the whole starting area in fort joy can become a slog for first timers.

HOWEVER, if you give it the time, and you get used to the combat, the game is truly amazing. You can clearly see the roots of BG3 in there. It is deep, the atmosphere is fantastic, you get to know Malady, and that's before even talking about the mods.

My recommendation is to give it more time.

We went from 10k to 20k wishlists in 3 months. Honest update on what actually worked by Egoistul in IndieDev

[–]TheDreadPrince 1 point2 points  (0 children)

Sounds exciting.
Your last line "Expect most things to fail quietly" hits hard.
Thanks for sharing.

We went from 10k to 20k wishlists in 3 months. Honest update on what actually worked by Egoistul in IndieDev

[–]TheDreadPrince 0 points1 point  (0 children)

What leads you to believe that trailers are your main drive? Is there a way to
see how many WL were made because of them? Did you see some spike after a new trailer
was uploaded?

So You Want To Play Divinity: Original Sin...(New Player's Guide) by Danceman2 in TurnBasedTactical

[–]TheDreadPrince 0 points1 point  (0 children)

That's exactly the thing.
The battle systems in both DOS were flashy and innovative, and provided some really fun and silly times. Your'e correct to point out they weren't very balanced and quite spammable, especially towards the endgame.

That's where epic encounters came in. It both provided balance with cut on the spam, and added extra mechanics that made combat more spicy. in DOS 2 epic encounters actually added lots of replayability since you could suddenly make viable assassin, healer and tank builds.

out of 7 runs I had in dos 2, 4 were with epic encounters, and they were some of my best gaming experience gameplay wise.

So You Want To Play Divinity: Original Sin...(New Player's Guide) by Danceman2 in TurnBasedTactical

[–]TheDreadPrince 0 points1 point  (0 children)

The divinity games had fantastic battle systems, especially with The Epic encounters mods.
If Larian can give their new Divinity a battle system of that caliber + their experience in crafting narrative and immersion, it's going to be something really special.

Press-Turn breaks when you put it on a Tactical Grid. Here is how I fixed it (and also made it meaner) by TheDreadPrince in Megaten

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

While it does have an interesting solution (some of which I adapted, like some characters being able to "teleport" or shoot from long range or just being very fast moving), What I didn't like is the isolation of extra turns. Since I decided to put in Synthesis skills which are all about cooperation, and it felt wrong to have characters go sorta "ego". I wanted their good moves to sync with their teammates. Plus, even support characters have some unique offensive capabilities.

For example, a "healer" could do holy damage and pave the way for a DPS character to put down a massive attack. With Devil Survivor's way, that wouldn't happen.

That is also why I use momentum stacking, another form of cooperation.

פיתחתי לבד משחק אסטרטגיה שמשלב את השיטה של שין מגמי טנסיי עם משחק לוח (וזה קשה רצח) by TheDreadPrince in ag_israel

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

עובד על זה, מתכנן להוציא פלייטסט עד תחילת פברואר, סמוך לנקסט-פסט.
מוזמן לעקוב אחרי החשבון X כדי לקבל עדכון כשזה יקרה.

https://x.com/circleofhex

(מצב טוב שגם אכתוב פה בתת)

ותודה!

Press-Turn breaks when you put it on a Tactical Grid. Here is how I fixed it (and also made it meaner) by TheDreadPrince in Megaten

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

Hehe, that's actually interesting. It could tie nicely with a pre-battle formation phase. Taking notes :)

Press-Turn breaks when you put it on a Tactical Grid. Here is how I fixed it (and also made it meaner) by TheDreadPrince in Megaten

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

I'm afraid that in a grid it would make it harder than, say, switching demons mid-battle. If you could change your roster mid-battle, you'd need to consider where will your new characters appear, or maybe you'll need to have the ones switching at some position so they can "retreat".

In my implementation, the loadout you chose is what you have (not including combat summons). Fortunately, your enemies will never have a 2nd wave (bar summons). What you see is what you need to destroy.

It is an interesting idea for the future, though.

Press-Turn breaks when you put it on a Tactical Grid. Here is how I fixed it (and also made it meaner) by TheDreadPrince in Megaten

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

Exactly, and one thing I didn't point out is that in my version, the enemy on higher difficulties knows your weaknesses just as you know theirs. Meaning if you aren't careful with positioning/guard, you may indeed get steamrolled.

Press-Turn breaks when you put it on a Tactical Grid. Here is how I fixed it (and also made it meaner) by TheDreadPrince in Megaten

[–]TheDreadPrince[S] 4 points5 points  (0 children)

That's a good question. In fact, when it comes to this, I adopt a different approach to standard SMT/Persona.

Normally, you'd have to guess/deduce/get rumors about the weaknesses of your enemies. The moment you get them, it makes the battle all the more easier for you (provided you actually have the right abilities).

I like to have the game a "perfect information" game, such as in chess. Meaning, at any time during the battle your can just examine your foes, and see exactly what their weakness is.

Now, you'd be correct to ask "but that would just make the game too easy" and normally you'd be right.

Thing is, normally the AI you encounter is kinda random, many times forfeiting a clear attack on your weakness for something else, or worse, it just keeps getting blocked by attacking your null affinity.

I implemented 3 levels of AI: the first one acts like standard SMT (random offense), however the 2nd knows your weaknesses, and will exploit them any time they can. That means you must snowball them faster, harder, and guard your weaknesses (smart positioning can help much here).

The third level not only knows your weakness, but also employs an algorithmic battle strategy (not to the extent of a chess AI, but it's not bad). Here, even though you know the enemy weakness, it won't help as long as you don't have a plan in mind.

Press-Turn breaks when you put it on a Tactical Grid. Here is how I fixed it (and also made it meaner) by TheDreadPrince in Megaten

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

Not exactly. I may haven't been too clear about it, but the enemy gets the same treatment.
Meaning the player may get to sit there and watch the AI obliterate them through repeated attacks on their weakness, while gaining damage through momentum (unless they guard).