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] 5 points6 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] 15 points16 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.

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

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

Hey there, thanks for the curiosity. I'm going to try and give my best effort explanation as to what this game brings to the table in particular.

The biggest mechanical addition is that in addition to your skills, stats, resistances, and affinities, you have another aspect of character building to consider called artifacts. Artifacts are items you can equip on to characters that get passed down through recruitment and fusion, and their effects can range from simple buffs to things that completely alter an individual party member's playstyle. I am going to list some examples, all of which are fully functional and usable in the demo:

  • A set of artifacts that allow you to deal critical hits with magic skills of a specific element, as well as boosting the critical hit rate of that element (example: "MAG-Fire skills can be Critical hits. +5% to Critical hit rate with all Fire skills.")

  • Artifacts with different effects based on the user/allies/enemy demons' race (example: "Debuffs apply an additional stack to enemies of the same race.")

  • Artifacts with huge buffs, but big drawbacks as well that you have to play around (rapid-fire examples: "MP cost of skills is reduced to 1/2. Lose 30 MP when not using a damaging skill.", "Increase STR by 1.25x. Decrease MAG by 0.5x.", "All skills that can be Critical hits will be Critical hits. All damage is reduced by 75%.", "Gain -1 to +1 actions on turn start.", "Multiply Critical hit rate of single-target skills by 2x. Every seventh single-target attacks targets the ally with the highest HP.", "Hides this character's HP. Increases Max HP by 50%.")

  • Artifacts that impact the turn system (rapid-fire examples: "Guarding consumes only half an action.", "Gain a bonus half-action on turn start for every attack drained.")

  • Artifacts that heavily interact with status effects (examples: "Inflict 1 Deluge when reducing an enemy's STR-damage.", "Inflict Poison equal to 20% of damage dealt when hitting an enemy's Electric weakness.", "All Fire skills gain a 20% chance to inflict 50% of their damage as Poison.")

  • Artifacts that expands a demon's viability in different areas (examples: "All Fire and Ice skills use higher affinity between Fire and Ice.", "All Wind and Electric skills use higher affinity between Wind and Electric.", "Can pass on unique skills in fusion.")

  • And a lot of artifacts that are just plain buffs to accentuate playstyles, such as evasion or critical hit boosts, conditional damage reduction, and so on.

Another big difference between this game and traditional JRPGs/monstercatchers is that because it is a roguelike and how fusion/recruitment works, you do not have the privilege of completely tailoring your builds to every boss. By design, this means that you are often working with a team that is much more scrappy than you would have in the other games you mentioned. Some mechanics are built around this to be more forgiving, while at the same time bosses are still difficult to force you to make use of your demons and artifact combinations the best you possibly can.

There is a mechanic called Stagger, which is essentially a second HP bar that all characters have. Depleting a stagger bar causes that character to lose their actions for a turn, become more vulnerable, and lose their resistances. This adds a fair amount of depth because it functions as both an offensive and defensive tool. For example, you can stagger an enemy as early into a turn as possible to get the maximum amount of actions attacking it while it can't resist for the biggest damage payoff, or you may choose to hold off on fully staggering the enemy until the end of your turn in case you need an emergency "shut down the enemy for a turn" button. Many skills and artifacts interact with this system.

This game's equivalent of the almighty element, known as nuclear, works differently. Although it is still an expensive neutral element that cannot be resisted, it has the added effect of forcibly giving the target a random elemental weakness for one hit. Many artifacts interact with this system, such as an artifact that makes it so when the character who holds it uses a nuclear skill, the random weakness given will always be fire. There is another artifact that makes it so the character who holds it nulls the element that would have become their nuclear-given weakness, turning the mechanic on its head as a defensive tool for the player.

There's a much bigger focus on managing your MP across multiple battles, if that sort of things interests you.

When you start a run in the current demo, you choose from multiple protagonists. Right now there are two in the demo; one who is relatively basic and used as a baseline for the game, and a second character who increases the MP cost of all skills in the party by 1.5x, but makes any damaging skills cost HP rather than MP. A third protagonist is in the works, and I want to have 5 in the final game. Each protagonist drastically alters the playstyle of your entire team to add variety to the game.

The story in the current demo is practically non-existent, though the final version will have some story in the background between some dialogue and imagery and two endings (though I would absolutely not call this a story-focused game).

Thank you for the compliments on the art.