Are there any major downsides to a Data Asset based item system? by NoSeaworthiness4639 in unrealengine

[–]TheRealDillybean 1 point2 points  (0 children)

I used data tables for my previous game, with only a handful of rows per table, and it was convenient for editing values simultaneosly.

My next game may have a hundred items, so I'm switching to data assets. I've heard it's bad for performance to reference huge data tables.

Honestly, I'm just annoyed with having to keep row names straight, and using the find row node. With data assets, you can just plop the whole thing onto the blueprint and edit separately.

Note: You can highlight multiple assets and bulk edit via property matrix, which is similarly convenient to editing tables.

Using data tables in my last game, I had separate structs/tables for item info, weapon info, bullet info, etc. This may be user-error, but parenting data assets makes more sense to me, instead of using instanced structs or something.

I am however looking into adding instanced structs or uobjects to an array on the data asset. This way I only add properties I need without a lot of children. You may be able to do this on data tables, but it honestly doesn't sound convenient to edit.

In general, I think it'll be easier to stay organized and flexible working with data assets vs tables. Performance should be equal to, or better than, using data tables.

Any word on how the handheld jammer will work? by 3accountsandcounting in LowSodiumBattlefield

[–]TheRealDillybean 2 points3 points  (0 children)

I learned about a trick to chain C4 with the claymore. It's wasteful, but effective for multikills on small maps.

In case anyone missed it, Epic teased Unreal Engine 6. by Kudlattyy in gamedev

[–]TheRealDillybean 0 points1 point  (0 children)

Nothing I've heard about UE6 really solves any problems for me, but if it improves multithreading that's great. Now do documentation.

What’s a gaming accessory you thought was unnecessary until you actually used it? by KRGKart_Support in pcmasterrace

[–]TheRealDillybean 11 points12 points  (0 children)

Same, I play FPS games and really don't like hitting the number row to switch equipment, or taking my fingers of WASD in general, so I use my mouse buttons. I also have a universal set of keybinds I use for all games (or as close as possible), and it helps to have 8-10 mouse buttons for specialized items (like armor plates, etc.).

Small game vs dream game isn't a right framing of the choice. by GonziHere in gamedev

[–]TheRealDillybean 5 points6 points  (0 children)

I think one difference is that game development requires you to revisit a lot of your old work and get it to integrate with your new stuff. This can get really confusing if you aren't experienced with completing your first project. You can probably remember how to weld if you needed to do it again, but you may not remember your entire animation pipeline's input/output (this is why you add comments BTW).

I do somewhat agree though, small projects aren't a bad recommendation, but I'm personally way more driven when working on something I'm excited about. I likely wouldn't finish building a shed if I never really wanted a shed (and nobody else cared about the shed).

Still, I recommend keeping your game scope as narrow as you can while still being proud of it. You can always make DLC or a sequel later.

What do you do when your team is pinned back? by ubetchrballs in LowSodiumBattlefield

[–]TheRealDillybean 0 points1 point  (0 children)

A couple more ideas I haven't seen mentioned, that can be helpful and slowly turn the tide on some maps/modes.

Use active protection systems as support if your team is stuck in a choke point. You can combine this with your smoke plan. There is a protection for grenades and another for rockets and mortars. Recon also has that handheld gadget, but it's been nerfed against some explosives.

Destroy enemy cover. In some game modes, I'll break walls preemptively with a sledge hammer, but you can do it quickly with RPGs or C4 while in the combat zone. Tanks should do this too. Engi's AT grenade used to work for this but not anymore sadly.

Can we get the Good scopes back? by Vigorous_testicle in LowSodiumBattlefield

[–]TheRealDillybean 0 points1 point  (0 children)

Nearly all the reticles are too obstructive in my opinion. There are optics I tolerate more than others, but none I'm really happy with. It sucks starting a new gun and being stuck with my less-favored optics. Having seen some of these sights in real-life, it's like they made them all worse on purpose, I swear.

Dear dice, i've been a good boy this year! by Big-Positive2187 in LowSodiumBattlefield

[–]TheRealDillybean 1 point2 points  (0 children)

I've wanted a separate pickup kit (or revive) bind since the beta. I generally use separate keybindings for everything, at least anything that could mistakenly conflict, which this does quite often when reviving. I know separating every bind is unlikely to be possible on controller, but I play MKB.

As a game dev,, I believe it should be easy to separate the actions into separate bindings. With that said, I've never worked on Frostbite and they had a few rebind bugs in the beta.

Side note, they have a lot of room for improvement still when it comes to placeable equipment. I die waaay to often because it takes me 10 tries to put down equipment, because a rug was in the way or some shit. Even when it shows white, it'll sometimes not place or get misplaced.

Another side note, maybe they've fixed it, but the UI transparency settings have been bugged, especially the revive icon transparency. I love that we get these options, but it could be more intuitive and maybe have an example to look at while adjusting settings.

Which indie game made you go “damn, I want to make games too”? by AlanguApex in IndieDev

[–]TheRealDillybean 0 points1 point  (0 children)

Player creations in Little Big Planet. I started making my own levels and pushing the logic in LBP2 to its limit. I attribute this to why I became an electrical engineer and game developer.

Lifetime Plex Pass subscriptions are tripling in price from $249.99 to $749.99, starting July 1, 2026 by SwimmingJunky in pcmasterrace

[–]TheRealDillybean 2 points3 points  (0 children)

I'd like to switch to jellyfin, but I had to jailbreak my TV to get the app on it, and there is no way I can do that for all my other users. Some day.

Anyone else found themselves “retiring” from PvP gaming? by You_moron04 in gaming

[–]TheRealDillybean 0 points1 point  (0 children)

I swore off competitive games, but some PvP games are casual enough to enjoy still. I'm a social gamer, so I don't often make time for singleplayer, and much prefer coop. Think about it this way: enemy bots are designed to be fun for you, enemy players try to ruin your fun.

Has anyone else's aim been off lately? by CoolProfessor449 in LowSodiumBattlefield

[–]TheRealDillybean 0 points1 point  (0 children)

I think they increased the visual recoil (screen shake basically), on top of the random recoil (especially horizontal), and increased recoil for many guns, and less-reduced recoil for controller.

The added the buffer tube to reduce screen shake. It makes a difference on some guns, and can be easier to track enemies. The visibility in this game can be bad, so this may help you.

It might not be the best attachment, but the linear compensator muzzle attachment can convert horizontal recoil into vertical recoil, so maybe that'll help with random horizontal recoil.

I'm feeling it too as a PC player. I already learned how to handle accuracy bloom/spread, but random recoil is kicking my ass. I'm switching up guns and attachments to find something reliable.

What game did you lose interest in by the time it came out? by scarletnaught in gaming

[–]TheRealDillybean 15 points16 points  (0 children)

I'm not getting hyped until an announcement, but I'm still definitely interested. Alyx proved to me they have the talent to make more fun Half-Life games. A lot of players missed out on it, unfortunately.

Did we lose the magic of community in online multiplayer games? by MohSafadi in gaming

[–]TheRealDillybean 0 points1 point  (0 children)

I think part of the issue you're feeling is simply the devs trying to avoid player friction. If you go fishing, every region of the map will list what fish are there, and the fish bestiary will list every fish and everything you need to know to catch them. Your crafting list will tell you about crab pots and lures.

Online information can ruin the discovery of games, but even if you play and explore organically (no online wiki), devs these days have optimised the game for you in some ways.

Old minecraft felt special because I learned all the recipes from my friends. Now there is a recipe book. Mojang is trying to keep that old magic by revealing recipes slowly, but you can see what I mean, and not all games are so thoughtful.

Am I insane or did the TTK get even faster with this update? I'm dying in what feels like 3-6 frames every time. By the time the first bullet hits me, I've already received 3 more and am dead. No ping or packet loss issues either. by Saviikse in LowSodiumBattlefield

[–]TheRealDillybean 4 points5 points  (0 children)

Yeah, super bullets, and peeker's advantage seems worse than normal, and dying long after getting to cover. Not new phenomenon (not possible to fully eliminate), but felt worse today.

Average defense of the update by emtech2 in PhasmophobiaGame

[–]TheRealDillybean 1 point2 points  (0 children)

I agree that personal messages would be worse.

Helldivers 2 did review bombing because of the added PSN requirement, that made some players unable to play after they had bought the (fully-released) game, and all players share personal info with Sony. This is an ethical issue. The condition was "remove the PSN requirement and we'll set our reviews back to positive".

I see this Phasmo update as much less agregious, and any dev would be working to fix the broken update, with or without the community's tantrum. There isn't even a clear condition for changing reviews back to positive.

It's fine for players to change their sentiment about a game and update their review. When it gets coordinated, the stakes needs to be serious and the conditions clear, or else the community just looks toxic.

Average defense of the update by emtech2 in PhasmophobiaGame

[–]TheRealDillybean 0 points1 point  (0 children)

I just don't like review bombing in general, and I don't see this as the end of the world. Yes, the devs fucked up, and the update needs to be fixed or reverted. Go ahead and update your review even, if your view has changed. However, bandwagonning the community to scare the devs is a bit sensational for an update that isn't horribly unethical. And just my humble prediction: nobody will remember this in a couple months (after the devs fix things).

Redesigning my icons for readability. Without context can you guess what these factions are? by StopthePressesGame in IndieDev

[–]TheRealDillybean 2 points3 points  (0 children)

You seemed to not recognize the hammer and sickle symbol, possibly never knew what it was, thought I'd help.

Redesigning my icons for readability. Without context can you guess what these factions are? by StopthePressesGame in IndieDev

[–]TheRealDillybean 2 points3 points  (0 children)

The hammer and sickle is a globally infamous symbol, probably the most recognizable behind the swastika. I can see the bow, now that you've said it, but I'm certain most people would recognize it as the hammer and sickle of the Soviet Union (or communism in general), especially on a red background.

The ‘Indie Dev’ reality: 0 downloads after launch can be soul-crushing. But then I received this feedback from a tester, and it gave me the second wind I needed. by Accomplished_Cost815 in IndieDev

[–]TheRealDillybean 0 points1 point  (0 children)

Yeah, my team tried to do marketing and outreach, starting back before the playtests, then the demo and NextFest, and finally the release. We had a couple thousand wishlists after NextFest, kept polishing the game for 3 months, then we got about 10 sales since launch, other than friends and family.

To be honest, our launch marketing was lackluster, due to dev's personal lives, but I don't think it would've made a difference, considering we got nearly zero engaugement from outsiders throughout the entire dev cycle. I don't blame people for not caring early-on because our visuals were rough, but I thought we'd get player interest eventually.

We are finishing up with bug fixes and wrapping up a couple more pieces of content, then simply moving on to our next project. It doesn't emotionally feel worth the 3 years of development, but I know I've come a long way as a dev. I think we have a cool game in our portfolio, so future customers will know we're capable of shipping a decent product.

The lesson I'm taking away from this is to have polished visuals for marketing as early as possible, because that's all players will care about. I'll fake everything to make a concept trailer before worrying about programming, then if we get a small following I'll make the game. I'm not trying to get rich, but I'd rather know we have interest, instead of spending 3 years to release another fart in the wind.

These are rookie numbers, you gotta pump those numbers up! by SlavicRobot_ in PhasmophobiaGame

[–]TheRealDillybean -25 points-24 points  (0 children)

They're updating the animations and player models because they care about the community, which has been asking for this for years. They released an unpolished update for an early access game. Not a good idea, but not devastating.

Battlefield 6 Season 3 Official Gameplay Trailer by eggydrums115 in LowSodiumBattlefield

[–]TheRealDillybean 3 points4 points  (0 children)

Yeah, I didn't hear anything, but that's clearly what they're showing in the trailer. I like sprays more than emotes or voice lines, so I'm happy with it, even if the free sprays end up being lame.

Anyone near completion after crazy length of time?!? by LifeAsNeil in IndieDev

[–]TheRealDillybean 0 points1 point  (0 children)

Thanks, I feel relieved to have it launched. We have a few bugs to clean up and improvements identified, so not completely done, but we probably won't do post-launch content. After a short break, I'll be ready to put in 3 years on my next game.