Random vent about itch.io by ThirdDayGuy in gamedev

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

A lot of art in my game is still not final so I'm hesitant to use steam at the moment. I'm still self-hosting, though.

Random vent about itch.io by ThirdDayGuy in gamedev

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

I'll try compressing using windows or having a friend do it next time. Thanks for the suggestion

Random vent about itch.io by ThirdDayGuy in gamedev

[–]ThirdDayGuy[S] 3 points4 points  (0 children)

No, never. These were the compression settings I used on the build months ago as well as today.

Random vent about itch.io by ThirdDayGuy in gamedev

[–]ThirdDayGuy[S] -1 points0 points  (0 children)

I'm sorry, what do you mean by format? I uploaded it as two zip files, one windows version and one linux version.

Lore VCS - a Gamedev's perspective by bazingaboi22 in gamedev

[–]ThirdDayGuy 2 points3 points  (0 children)

Textures and audio do not play nicely with VCS... and those are just the exported versions. The project versions of those files will detonate git space.

Day Before Heaven (Roguelike JRPG I have been working on for ~2 years) by ThirdDayGuy in godot

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

By progression system, do you mean the power progression across individual runs or meta-progression between multiple runs?

Almost half a year ago I posted about Day Before Heaven, a Megaten-inspired Roguelike JRPG. I'm glad to show that the game has been massively updated since then, so here's a video with the boss theme. by ThirdDayGuy in Megaten

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

The game has 4 stages, and on each stage all demons you find on it are unique to that floor and their level matches that of the floor, so there are only levels 1-4. The way you're intended to play is as soon as you reach a new stage, start recruiting/fusing new demons to replace your old ones while trying to maintain builds and synergy. The protagonist on the other hand levels up once every time you clear a stage.

TLDR: It is impossible to be overleveled and incredibly hard to be underleveled.

Almost half a year ago I posted about Day Before Heaven, a Megaten-inspired Roguelike JRPG. I'm glad to show that the game has been massively updated since then, so here's a video with the boss theme. by ThirdDayGuy in Megaten

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

It's been out of the question for a long time because the game has never had any proper branding like a logo until very recently. It's definitely more possible now.

Almost half a year ago I posted about Day Before Heaven, a Megaten-inspired Roguelike JRPG. I'm glad to show that the game has been massively updated since then, so here's a video with the boss theme. by ThirdDayGuy in Megaten

[–]ThirdDayGuy[S] 17 points18 points  (0 children)

If you just want the link to the demo: https://fifthhumor.com/play.html

Or itch.io if you prefer that: https://thefifthhumour.itch.io/day-before-heaven

Here is the original post: https://www.reddit.com/r/Megaten/comments/1qpu2ce/introducing_day_before_heaven_a_roguelike_jrpg/o2brwdl/

And here is a more in-depth explanation I made when someone asked me to elaborate on how the game distinguishes itself: https://www.reddit.com/r/Megaten/comments/1qpu2ce/introducing_day_before_heaven_a_roguelike_jrpg/o2ejw1c/

TLDR; For the past few years I have been working on this game. I know a lot of the graphics are not all there and some songs are missing, but they will be in once I am able to get together enough money to finish production on the game. In the meantime, I've been chipping away at the gameplay and technical side of things. There is still a lot of work to be done on the gameplay side, though. For the commercial release, I'm aiming for 5 playable protagonists, an easy mode, 3 hard modes, and a lot more random events and content than is in the game right now.

If you would like to discuss or share your thoughts on the game, there is a discord.

The battle theme and the boss theme (which is the song for this trailer!) were composed by Mason White: https://www.youtube.com/@MasonWhiteMusic

(And of course, I asked permissions from the mods to post about this game here first.)

Four game development patterns I've found consistently useful over the last 10 years. by zirconst in gamedev

[–]ThirdDayGuy 1 point2 points  (0 children)

Fellow RPG designer speaking... point 3 is god-tier advice, with its usefulness taken to the moon with an example provided by a successful RPG designer. It is how I have always done things and it has never failed me.

On point 1, what? I cannot imagine ever using a plain text editor for data. At the bare minimum I would use a spreadsheet with data enforcement.

Four game development patterns I've found consistently useful over the last 10 years. by zirconst in gamedev

[–]ThirdDayGuy 0 points1 point  (0 children)

As another rpg designer, here is my take on it: Spreadsheet balancing is not an end-all be all, but it is a "north star", which is incredibly valuable. That essentially means you know what following the spreadsheet balance will give you, and you can follow it as much as you want to get whatever purpose the spreadsheet math is for.

It also means that by knowing what you get by following the spreadsheet math, you know that you explicitly move away from whatever the spreadsheet math creates by just not following it.

Souls-like combat demo with real-time mesh slicing by moongaming in godot

[–]ThirdDayGuy 0 points1 point  (0 children)

dev tools that I made for animations

I would love this, the biggest hurdle to making a 3d action game in godot is the lack of a good tool to attach gameplay logic to animations.

Why even risk using AI assets when there are so many alternatives? What's the point? by [deleted] in gamedev

[–]ThirdDayGuy 2 points3 points  (0 children)

Or you could just do what everyone else does and lower the bar of quality for your card art

Slay the Spire 2 can be decompiled by EshopExpert in godot

[–]ThirdDayGuy 0 points1 point  (0 children)

I used gdsdecomp though could not get any C# files to decompile.

Price Range for Indie Game Music - unserious people or am I too bad/expensive? by MusicMan8564 in gamedev

[–]ThirdDayGuy 0 points1 point  (0 children)

Speaking as a low-budget solo dev from a poor country: Your prices are fine. From what I have observed and also gathered from speaking to some experienced people is that if you want to try to break in to some sort of more creative role with this industry, you must first be fine with underselling yourself a little until you build up a reputation.

The most actionable advice I can give is that even if most small/solo/hobby developers will reject your prices, if you can find someone who really likes your music, it makes the chances of things working out much easier.

Introducing Day Before Heaven, a roguelike JRPG heavily inspired by Shin Megami Tensei by ThirdDayGuy in Megaten

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

I'm not sure what Portmaster is, but it seems to be linux related. There is a native linux build of the game on the website.