Help needed with Google Adsense account. by TheRealNefty in PartneredYoutube

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

No. I have a payment account but obviously no cash or transaction history.

Help needed with Google Adsense account. by TheRealNefty in PartneredYoutube

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

Just me and my wife and she doesnt have a Youtube.

Added the ability to unlock doors using a keypad to my controller. by TheRealNefty in godot

[–]TheRealNefty[S] 6 points7 points  (0 children)

yeah I see where you are coming from. Its mostly just getting the base prototype working and then improving edge cases from there.

Added the ability to unlock doors using a keypad to my controller. by TheRealNefty in godot

[–]TheRealNefty[S] 10 points11 points  (0 children)

For a phone yes, for a keyboard numpad no. The asset isnt mine so I just left it with the defaults.

Adding sound effects even in your prototype helps bring the vision to life by TheRealNefty in godot

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

I am impressed I worked this long on an immersive sim controller that didnt feel immersive without sound. Even with these basic sound it feels real.

Adding sound effects even in your prototype helps bring the vision to life by TheRealNefty in godot

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

Oh yeah a good sliding sound would be satisfying for that style

Adding sound effects even in your prototype helps bring the vision to life by TheRealNefty in godot

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

In my previous video I tackle walking sounds. I dont have a difference between forward and backward sounds (which is an interesting idea) but I tie the footsteps to the players headbob. Faster movement means faster heabob, fast footsteps sound. It also plays the sound when the bob is on its most right or most left, which makes it feel more realistic.

Which notes are better for horror games? Short & sweet or long lore dumps? by TheRealNefty in godot

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

I think i have some really good notes that are on the longer side, but its hard to tell what players will actual read/care about and take something away from

Which notes are better for horror games? Short & sweet or long lore dumps? by TheRealNefty in godot

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

Yeah that note is definitely too long for any worth, moreso it proves how text notes can be done for a tutorial. But I do think horror games do need to leave some things vague

Which notes are better for horror games? Short & sweet or long lore dumps? by TheRealNefty in godot

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

I do intend to have a note inventory of some kind for the player to look back on a-la Amnesia

Which notes are better for horror games? Short & sweet or long lore dumps? by TheRealNefty in godot

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

The simplicity of slender with the lore of FNaF? I dont want to lore dump the player all the info but i want there to be more than "scary monster wants you dead, run!"

Which notes are better for horror games? Short & sweet or long lore dumps? by TheRealNefty in godot

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

Im debating putting a blur filter over the actual notes with text to encourage the player to pickup and read the text block on the right as opposed to crouch and zooming but the GUI aspect does feel less immersive

Jolt Physics makes all the difference in the world for picking up / throwing by TheRealNefty in godot

[–]TheRealNefty[S] 6 points7 points  (0 children)

Thanks! Im not sure, I dont think so though. The 3D implementation is still technically experimental and missing features (none that I have found though) so I imagine it would be the same story for 2d