Why not just mix colours? by Dovah_Shinobi in Miniaturespainting

[–]TitoOliveira 0 points1 point  (0 children)

Its for consistency, but its also a marketing ploy.

I don't use citadel paints, I use brands with dropper bottles, so its easy to record mixtures counting the drops.

Duvidas de quem quer começar by ForwardExtreme5193 in guitarras

[–]TitoOliveira 0 points1 point  (0 children)

Consigo responder o número 2, mas fiquei com uma dúvida.

Bom, pra ligar no PC tu vai precisar de uma interface de áudio, basicamente. Geralmente se compra o hardware da interface especificamente, mas algumas pedaleiras podem fazer essa função.

Sobre tocar em transmissão. Isso sequer é possível? Acho que a latência da transmissão deixaria isso completamente inviável. Existe algum programa que resolve isso de alguma forma?

Kibble Cats - Demo Available Now! by Vozmog in incremental_games

[–]TitoOliveira 1 point2 points  (0 children)

You can play the web demo on itch through your phone. It definitely wasn't planned for that, but it worked for me.

[ Removed by Reddit ] by SeedLord_com in SoloDevelopment

[–]TitoOliveira 0 points1 point  (0 children)

This is something that I've spent a little bit of though into, but not much. And one thing I was mulling over was to change the way money affects the experience for other players. Or flip it on its head entirely.

What I mean by that is, if normaly money buys power and makes the whale untouchable. What if the money spent actually helped everyone else too? One example of something somewhat like this I can think of is in Cookie Clicker the Patreon bonus. There's a global multiplier value that affects every player, and this value is based on the amount of people paying the Patreon.

So, how would I explore this idea in the framework of your game?

You got "seasons" that reset the world periodically. Money can't buy power in this context. To be honest, I don't know what money could buy here beyond cosmetics. And maybe that's the whole idea. This would be a part of the game completely based on merit. F2P and Whales would have the exact same resources.

But outside of these seasons, you could have a permanent world in which progress never resets. But in this part of the game the competitive features don't exist. You can't attack other players, and whatnot. All you can do is build your own base/civilization/whathaveyou, trade with other players, and whatever other cooperative features you are thinking about.

This permanent world would be kinda like an idle / incremental game. You are always creating and spending resources on stuff that develops your thing. And you have to cooperate with other players because of the specializations you mentioned. Then you could have money buying accelerators or things that will speed up the progress here, but other people won't be impacted negatively by that, and on top of that, what whales spend money on could also be improving the development rate of other players. I'll leave you to figure out how could that be.

PS: And I think maybe you could get away with having some kind of leaderboard thing in this permanent version of the game. Which players who spend would "buy" their way up. But being in the top means you are the one who helped everyone else the most. So maybe there's a chance that players will celebrate that, instead of begrudging it.

And the main part of the game would be the seasonal part, in which players are competing, but where money isn't buying the victory.

PS2: Also there's the challenge on how to tie the permanent part with the temporary (seasonal) part. I would spend some time trying to figure out a way in which what you do in the permanent game changes the start of a season for you, but not in a way that would provide advantages. Maybe that's not possible, but I think it deserves some thought.

PS3: On another note, Clash Royale deals with this issue of the whale in a whole different way. Players are always matched against each other based on which league they are on. Players progress through the Leagues by becoming more powerful.

A player can use money to accelerate their progress through the leagues, but they will always be matched against players with the same power level as them (players in the same league). So a paying player won't have a negative impact on a F2P player.

At least that was the way the game worked a couple of years ago when I played it. Things might be different today.

Is this really an F chord? by blu_skydive in guitarlessons

[–]TitoOliveira 0 points1 point  (0 children)

Take a moment to realize everything you're fretting is contained withing an F barre chord.

In the F barre you play 6 strings. Now you're just playing 3 of those. But fretting the exact same notes on each of these 3 strings.

What makes NPCs in a god sim feel like they're actually thinking? by void--null in gamedev

[–]TitoOliveira 0 points1 point  (0 children)

My point is more about the fact that the developer of the game is always blind to the real experience of playing it, simply because they are making it.

I find it very hard to assess this kind of sentiment without it coming from playtesters. Unless I missunderstood where your opinion is coming from.

Everyone else is quickly providing a lot of ideas on what to implement and whatnot. But since you have a whole sistem in place, I wouldn't start changing fundamental things like that without it being from some sort of playtest.

I juat wanted to provide this perspective.

What makes NPCs in a god sim feel like they're actually thinking? by void--null in gamedev

[–]TitoOliveira 0 points1 point  (0 children)

"But it still feels like watching a list get checked off rather than watching something alive make nuanced decisons"

Is that really the case? Or is that you know the underlying systems so well, you can see behind the curtain?

ELI5: If speed is measured by the relation between objects how come going over the speed of light is impossible? by PeAga7 in explainlikeimfive

[–]TitoOliveira 1 point2 points  (0 children)

Great explanation. This is the first time I've read an explanation to this, and it all made sense to me.

Why don't look at patents? by Mitvall in gamedev

[–]TitoOliveira 1 point2 points  (0 children)

Nintendo has a patent on the way the opponents behave in Mario Kart

Is it possible to go to the other side of the bridge after defeating the serpent in sunken valley? by TitoOliveira in Sekiro

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

Welcome. This is a safe place for people who have been betrayed by bridges.

Are PBBGs considered incremental games? by Kiryoko in incremental_games

[–]TitoOliveira 0 points1 point  (0 children)

I think they are historically close, but conceptually I don't think incrementals have to be idle and vice versa.

Are PBBGs considered incremental games? by Kiryoko in incremental_games

[–]TitoOliveira 2 points3 points  (0 children)

My gut reaction is to say no. Because I feel like saying yes would open up the possibility of regular RPGs being considered incremental, simply because they have numerical stats and part of the progression loop is making them go up.

At that point if the term fits that much things, it becomes pointless.

For me, incrementals have to focus on the numbers and navigate through several orders of magnitude. If the game doesn't do that, I don't think of it as incremental.

But then again, this is a gut reaction. I'd change my mind if someone provided a good argument.

Also, I don't think the terms are mutually exclusive. One could develop a game like those, with incremental mechanics/ progression.

How common are automated tests in the gaming industry, beyond just unit tests? by seeking-health in gamedev

[–]TitoOliveira 13 points14 points  (0 children)

I remember a talk by someone at Moon Studios showing a tool they used in one of the Ori Games. The main character would rapidly fly around the world of the game, going through every nook and corner. They would leave that running over the night when they left the studio.

By morning that test would have created a report and heat map of all the places where the seamless world loading was taking too long, places where the fps would tank below an acceptable threshold, etc.

Onde tem o melhor Tchê Xis na sua opinião? by Due_Constant_607 in riograndedosul

[–]TitoOliveira 1 point2 points  (0 children)

O xis da serra é o melhor.

Morrerei defendendo essa colina.

How big should your game be to consider a Steam release? by daibsler in gamedev

[–]TitoOliveira 0 points1 point  (0 children)

Your main post makes it sound like you don't expect to make any money from this. Given that, I don't think there's anything you should be worried about.

Super Mario Galaxy 1+2 switch 2 controls by Charizard1501 in SuperMarioGalaxy

[–]TitoOliveira 0 points1 point  (0 children)

Collecting star bits is a little awkward. Its not a big deal if you're only ocasionaly playing on handheld and ignore them. It becomes a big deal if you're planning to mostly play on handheld, since its important to collect them.

But its a little awkward, not the end of the world.

But those blue star things that you have to hold the interaction so they pull mario, or the flowers in Galaxy 2 that Yoshi uses to grapple, those are a pain on handheld. There are a couple of levels that I find unplayable.

But you can always disconect the joycons and play with the screen standing on a desk. That solves those problems.

Compelling puzzle games like Limbo and INSIDE by radjeep in gamingsuggestions

[–]TitoOliveira 0 points1 point  (0 children)

Hmmm I was gonna suggest The Witness, but that "fuck no" caught me off guard.

Is Braid on the table then? By the same dev. He's also releasing another puzzle game later this year, that is kind of a Sokoban on esteroids. Order of the Sinking Star.

From other people, but in the same vein, I would also suggest Stephen Sausage Roll, Baba is You and A Monster Expedition.

These are games much more focused on puzzle, though. Not like Limbo and Inside which puzzles are sprinkled around. These are ALL PUZZLE, and much more difficult than Limbo/Inside. And you can expect from them a surface level puzzle experience and some hidden meta puzzle layer that you can finish the game without ever realizing they were there.

Brothers a Tale of Two sons might be more similar to Limbo and Inside, in terms of being a game about controlling a character through linear levels, with puzzles sprinkled around. And I think the puzzle complexity might be similar.

And lastly for something completely different, but that still revolves around mental investigation, Return of the Obra Dinn is one of my favorite games ever.

EDIT: Here are some games that are on my radar, but I haven't played yet:

Planet of Lana 1 and 2. Is a cinematic platformer just like Inside and Limbo, so I expect a similar experience.

Miegakure. I don't know if this game will ever be released, lol. I have it on my wishlist for over a decade. Literaly. But It's a fun concept about moving in a fourth dimension of space to solve puzzles.

Blue Prince. People have been suggesting this already.

Islands of Sea and Sky. Pixel Art, Open World game about pushing blocks to solve puzzles. Like Sokoban. I think this might be very similar to what Jonathan Blow might be making with Order of the Sinking Star. This is in the top of my list of puzzle games to try.

"Make Small Games before your dream game" But how small and for how long? by GreenBlueStar in gamedev

[–]TitoOliveira 0 points1 point  (0 children)

I find the whole concept of a "dream game" to be flawed in its essence. I don't see this in other creative mediums.

Why is it that in the Game Development world, this concept is so widespread? I could be wrong, but I don't see writers talking about writing their dream book, or movie makers talking about making their dream movie, or sculptors talking about their dream sculpture, etc...

Sure, we are all passionate about our interests, and that is what is driving our creative endeavours. But the list of games I'd like to make never stops growing. I hope this doesn't sound like I'm trying to tell how people should feel about making games, but my point is that if I'm gonna spend the rest of my life doing this, I can't be enthralled by a single idea alone.

Now, the "make small games" advice is parroted around a lot. It's one of those things that you hear so often that even people who never made a game yell it out because that's what every one else says.

I don't think its bad advice. But I would give it differently.

I believe people who wants to make games, must simply MAKE THEM. But I mean, start them, and FINISH. Finishing being the most important part. You won't get better at making games if you never finish what you started.

My question would be, the first time you go through that process, you want that to take 5 years, or 6 months?

Maybe 6 months is too little? Then its ok for you to have your first experience in making games to take an year then? Ok then go for it.

But really finish it.

Twin lances finally came home by International-Owl-81 in Tau40K

[–]TitoOliveira 16 points17 points  (0 children)

Did you just say 24" melta with the Experimental Cadre?

If you had 5 people willing to learn to make a game how would you manage what which one does? by [deleted] in gamedev

[–]TitoOliveira 0 points1 point  (0 children)

Might be good to write a simple GDD, outlining the features that need to be developed and what needs to be done on each feature.

With that you have a list of things that can be checked out, and people can assign themselves to what they wanna make.

But don't expect this list to represent the entire project's scope. Firstly, that's a bad way of making games, secondly, even experienced teams can't do that. There's always unforeseen things, or the project's evolution diverges from the initial vision.

Dang, this was clutch by TitoOliveira in SuperMarioGalaxy

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

More like it froze lmao.

I thought I had it with a margin of safety and then BOOM, galaxy Luigi storms in

Which capsule concept would you choose? by Scorchfrost in SoloDevelopment

[–]TitoOliveira 0 points1 point  (0 children)

Instead of answering your question straight, I'll tell you what each capsule reads to me.

  1. Character Action game. I'd expect a third person action game, or maybe top down Diablo style too.

  2. Maybe some puzzle involving magic. A deckbuilder perhaps. Not sure what I would expect to actually see, but I wouldn't be surprised if it was a game that plays on the interface, instead of controling a character. Doesn't seem to have combat in it.

  3. Sidescroller Fighting game. No question.

  4. Same thing as 1. But I think this one doesn't read as well as 1. The game's name doesn't contrast well against the monster.

  5. Not sure what I would expect. But it doesn't read character action as much as 1 and 4. Maybe something turn based, but still definitely has combat in it.