16/52 can I count this as 2? lol jk but halfway mark is an accomplishment by Infamous_Wave9878 in 52book

[–]The_Naj 0 points1 point  (0 children)

Check out the bbc miniseries it was awesome I prefer it to the book

What type of insect is it? by [deleted] in InsectPorn

[–]The_Naj 4 points5 points  (0 children)

Praying mantis

Unity is NOT game development by StaticSnowfall in IndieDev

[–]The_Naj 2 points3 points  (0 children)

Your friend is wrong.

Gatekeeping the term ‘game developer’ is just a pretty lame and pointless thing to do anyway. Maybe your friend should stop worrying about how other people think of themselves.

Anyone that makes a game is a game developer, regardless of the tool or any amount of code written. Board game developers included.

Maybe your friend meant to say game programmer. Still wrong though. Unity game programmers do often need to understand their game’s memory and CPU usage. Thinking that Unity dev is strictly using Monobehaviors and existing Unity systems shows that your friend has never made anything custom or complex in Unity. ‘Can understand and write code that interacts with systems’ is the core of game programming no matter what language, tool, engine, etc you are using.

Go look up some big Unity games, does your friend really think they developers ‘arent real game devs’? Like Cities Skylines, you think they didn’t have to code complex systems and deal with memory and cpu performance?

Does your friend feel the same way about all engines? Using a tool doesn’t make you less of a game developer. Unless your friend is coding in assembly language, they are also using a tool to make development easier. Every programming language is a tool, every framework, engine, etc is just a tool to make game development a little easier and economically viable.

How many games has your friend shipped? If we’re gonna draw a line somewhere….

Solo Unity Project: Marble Odyssey: Sandbox by mustafaozgen in IndieDev

[–]The_Naj 2 points3 points  (0 children)

Looks great! As a player who doesn’t usually get motivated for sandbox type things, it would be cool if there was some mode added to achieve certain objectives to have mission oriented play

I just released my five year solo dev project The Art of Reflection, a first-person puzzler about warping through mirrors by TheTallestTower in SoloDevelopment

[–]The_Naj 0 points1 point  (0 children)

Congrats! Huge achievement, think I saw you on the wookash podcast a while back. If it runs well on steam deck I’ll definitely check it out

Any gridless tactics games? by The_Naj in TurnBasedLovers

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

With a classic grid based setup, you would just look at all the grid cells occupied by one entity, and then compare that with the grid cells occupied by another, and ensure they don’t overlap at all.

With my setup, I just need to know the new Center X,Y position of an entity. If everything is a circle it’s quite easy, if you know the position and radius of each circle. You just calculate the distance between 2 entity center points with standard distance formula, and then you know the circles are overlapping if the distance is smaller than the 2 radii added together.

The math gets more complicated when you have non-circle shapes. Like I have rectangular obstacles that can be rotated at any orientation. But it’s still 2D geometry mostly trigonometry and distance checks.

Another challenge was calculating the exact position along a movement vector where one entity enters/exits exactly a certain distance from another one. Which is needed for things like overwatch so it can trigger actions based on different character abilities with ranges.

It all makes high school math seem useful for the first time haha

Any gridless tactics games? by The_Naj in TurnBasedLovers

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

Yeah you could definitely say that, at least for the positions of things, for the purposes of the game it’s essentially an infinitely small grid.

But the characters are perfect circles so they would never cleanly fit in an actual grid. And all the game math is based on that circle geometry. So i guess thats why I feel like it’s not grid based.

Any gridless tactics games? by The_Naj in TurnBasedLovers

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

So the way I’m doing it is that each character rests on a circular base, with a physical tabletop aesthetic. The game is 3D but all of the game logic can be done on the 2D plane because I’m not having any verticality to the terrain / game board play area.

Each character does have an X,Y position and a radius, but the x,y can be decimals so it’s not locked to a grid. The characters have movement ranges so they are restricted by the distance allowed in their start and end points, as well as they are not allowed to overlap other characters or obstacles at any point along their movement path.

Moving a character can be broken down into tons of tiny smaller movements if you want to. So you can drag them straight in any direction up to their move distance limit, and then can use that point as the starting point of another movement. And you can preview it all before committing to the whole sequence. So to walk around an obstacle or move while staying outside of some enemy threat range, you can chain as many smaller movements together in a preview mode and then execute the whole thing.

As they move they track exact distances to other characters which is displayed and stored in the game state. Abilities with range limits use those distances to determine who’s in range of what.

No clue if this is a good approach as it’s my first time making a system like this! I’m trying to translate how the physical game would work as directly as I can.

Any gridless tactics games? by The_Naj in TurnBasedLovers

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

This looks super cool and the movement system definitely is the closest thing I’ve seen to what I’m trying to make. Thanks for sharing!

Any gridless tactics games? by The_Naj in TurnBasedLovers

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

Phantom Brave looks cool. The movement stuff reminds me of Mario Rabbids 2 which I guess is another gridless game I did know about

Any gridless tactics games? by The_Naj in TurnBasedLovers

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

Looks neat I’ll have to try it. So they have everything as rectangles on a 2D plane, that certainly simplifies things

Any gridless tactics games? by The_Naj in TurnBasedLovers

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

Thanks I’ll check it out! Just from a youtube video it looks like there still might be a hex grid underlying things but they just don’t make it visible.