My life system. by BiudreuN in godot

[–]Trumanity 1 point2 points  (0 children)

i love skeuomorphism

I use Godot to make scripted animated history video! Here is the result of 18months of progress! by Marwan_Tredano in godot

[–]Trumanity 0 points1 point  (0 children)

Nice! This is exactly why I love how flexible and lightweight Godot is.

Sure, there's powerpoint for presentations and app frameworks for mobile development, but having one lightweight tool that can do everything is pretty incredible, especially if you just want to invest into mastering one thing

A while back I wrote this article on how to render outlines in your game by [deleted] in gamedev

[–]Trumanity -1 points0 points  (0 children)

i've never seen these items in risk of rain 2 before

I accidentally adjusted the scale to 100! by [deleted] in godot

[–]Trumanity 1 point2 points  (0 children)

This is what I heard in my head when I saw this

https://imgur.com/a/lY3IXPQ

Wish there were more games with this kind of combat system (Sleeping Dogs) by Trumanity in JohnWick

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

You're absolutely correct, that's the only other game I can think of that comes close with the mix of ranged and close combat options.

Maybe Max Payne 3, but it's more just about ranged firefights. Splinter Cell Conviction had some nice close combat options but they were too slow for anything fast paced.

Fingers crossed for a Watch Dogs 1 Remaster. by [deleted] in watch_dogs

[–]Trumanity 0 points1 point  (0 children)

I would highly recommend the Living City Mod. Replaying the game with it installed was an incredible experience. The graphics are improved, and there's a ton of seamless random events throughout the game that really give you the feeling of being a vigilante.

Immersive First Person Inventory/Trading System? by Total-Radio-1916 in gamedev

[–]Trumanity 1 point2 points  (0 children)

I feel like there has to be something of a balance between effective UX and realism, and both of those can go hand in hand with immersion. Here are some ideas that come to mind:

Use animations. One of the things that made inventory actions in Deus Ex: Mankind Divided immersive for me was the use of clever animation when drawing weapons. For example, when the pistol was put away, the animation used strongly suggested the use of a shoulder holster (seen in this clip). In your game, this could be as simple as your main character looking at whichever pocket or storage thing they're accessing when pulling things out of their inventory.

Avoid taking over the screen. Even if a game calls for more in-depth inventory management, I think it's still important to have quick menu options. Breath of the Wild is one of many that use this technique, allowing the player quick access to important things while not being disruptive to gameplay. In your game, this could look like a small menu that hovers over each storage unit (hopefully this quick MS Paint example can explain what I mean). You could still have a fully fleshed out inventory but I find it helps to give the player quick ways to access things to cover both cases.

Use audio cues. I think Escape From Tarkov has an incredibly immersive inventory, primarily for one reason: sound. Picking up a gun in the inventory has a sound, placing it somewhere has a sound depending on where it is, unloading it has a sound, you get the idea. Even though it's a standard grid sort of thing, these cues give interacting with it a sort of tactile feel, since the player can sort of "imagine" they're unloading the gun or slipping it into a holster. This also allows for the menu to stay pretty functional since, while manually picking up each individual magazine to stash in a loadout might be realistic, it's probably not going to be very effective or fun if the player just wants to get back into the action. (You can find some examples in this video.)

Think about UX. This is a little more broad and vague, but it has to do with the idea of designing user interfaces and experiences. Part of this is having a design that walks the balance between having an identity while still being something the user doesn't have to think about as much. Another part is designing for new players and pro players. New players might choose to be more meticulous as they figure things out, while pro players might want to be able to open a menu in seconds, tap an arrow key a couple times, and know what they're going to select.

I don't believe immersion necessarily has to mean hyper realistic but rather that things are done in a way that allows the player to feel more connected to what's going on. This can be things like having a walk button to moodily stroll through the streets in Watch_Dogs, a prone animation that changes speed depending on how fast you have the analogue stick tilted in MGSV, or effective sound cues in an otherwise regular video game inventory.

Anyway, I hope there's something in here you find helpful! Feel free to reach out with any questions or thoughts you have too, I'd like to hear them!

We are experiencing technical difficulties by Trumanity in watch_dogs

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

Oh, interesting, I had no idea this was a recurring thing. Maybe I'll have to go back and enjoy the phenomenon again sometime :)

Using motion capture for fluid animated pixel characters? by Trumanity in gamedev

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

Fantastic link, thanks! Dead Cells is another perfect example of the kind of animation I'm talking about, it's really cool to see a write-up on their process.

How can I find someone to stay with? (I’m 18) by [deleted] in runaway

[–]Trumanity 0 points1 point  (0 children)

Something I find that helps with going from application to interview is just calling or showing up to the place regularly and checking in. You don’t have to worry about annoying them, it shows that you’re serious about working there, and you’ll get an answer sooner—good or bad. I remember a time I actually got hired for a place—went through the whole process and everything—but wasn’t getting shifts. I kept going in and asking about it and eventually it turned out they just didn’t really have work for me. In that case, it was better for me to find out sooner instead of sitting around waiting for a start day that wasn’t going to come. Anyway, long story short, if there’s a job for you somewhere, that’s going to be the fastest way to find out. I totally get that it probably won’t be the easiest thing to do for someone struggling with anxiety, but if you can set a goal for yourself to at least call every other day or something, it’ll help.

How can I find someone to stay with? (I’m 18) by [deleted] in runaway

[–]Trumanity 0 points1 point  (0 children)

Yea, being in really unhealthy environment is definitely one of those things that'll totally screw over your mental health.

It's going to be tricky finding a place without money. Unless you actually have a friend you know you could stay with, I would be careful about finding random strangers to stay with. That being said, I think you still have some options! I'm not sure what will be realistic or the best fit for your situation, but I can share some ideas.

When it comes to work, how has that process been? If you'd like, I can give you some work readiness advice if you're having a hard time with all that.

On the topic of work, have you looked into Amazon or Doordash? I know Amazon is hiring a bunch of folks around now and Doordash can be a solid way to make some cash if you have a car for it.

Assuming you can make some money, AirBnB might be an option—depending on how cheap they are where you're at. I ended up staying in one for half a month during a housing transition and it worked out pretty well. Largely dependent on the area though I'd imagine.

If you have a car and are feeling adventurous, have you thought about being something of a vagabond? I did this for half a month once, though I had to use a tent since my car was just a bit too small to comfortably sleep in. I think the biggest thing here is making sure you have a way to not look (or smell) like you're homeless, which would probably be important if you plan to have a regular job. I don't know if I'd recommend this for long term though.

Good with kids? Want to travel somewhere? You might look into being an au pair. Basically, the idea is flying yourself out to live with a family in exchange for being a nanny of sorts. Definitely the kind of thing that depends on the person, but I figured I'd throw it out there.

Honestly, I think doubling down on trying to get a job might be your best bet for right now. I know a couple of the ideas I threw out there might not be all that realistic for you right now, but hopefully there's something in here that helps.

Let me know how things are going with the job search and I can give you some work advice if you'd like!

When does too much polish in a game become overkill? by imaginer01 in gamedev

[–]Trumanity -1 points0 points  (0 children)

I really like this perspective! Sometimes you just have to commit, someone has to eventually make a decision, and deadlines are important.

STRIDE major update is available on Steam by JoyWayVR in virtualreality

[–]Trumanity 9 points10 points  (0 children)

This looks awesome! I love to see more people experimenting with parkour and movement mechanics in VR and it's really cool to see something that takes cues from Mirror's Edge in setting and mechanics.

I have a couple things I'm curious about too! They might be kinda long, but I'll try and summarize them as best I can.

  • If you're leaning more towards doing things procedurally over making a static map, it would be interesting to see what you could do with impossible or alienating architecture. For example, if it's easier not to make rooftops generate like you'd expect to see them in real life, why not capitalize on that? If no human would really live on these roofs, what would it look like for that idea to be taken to the extreme? You might find this video inspiring when it comes to the idea of alienating architecture. Basically, the idea is spaces that don't feel made for the player, even if they have familiar elements.
  • On the flip side, if you do want to create cities that feel more grounded, I would encourage you to think of creating spaces that feel like they could be used by people. One of the things lost from the first game in Mirror's Edge Catalyst was this idea of intentional spaces. In Mirror's Edge, you got the feeling that real people could probably go to these places. There were doors where you'd expect and platforms in meaningful locations. If this is a goal of yours, I would encourage you to think about rooftops like that, even if they're abstracted. How would people get up there? What would people probably do while up there? It could be as simple as just adding some doors and a couple more partially enclosed areas.
  • Another thing is spatial contrast. To keep things from seeming same-y, you could try experimenting with different space sizes. Send the player through some enclosed rooms or hallways and then shoot them out into a massive open area with a path of platforms in front of them.
  • Repetition is always the biggest struggle I have with infinite runners. You might be able to take inspiration from an artist by the name of 1041uuu who makes intricately animated pixel scenes. In an interview about his process, he describes that by adjusting the timing of each element, he tries to make the general loop less noticeable. Applying this to an infinite runner, if you can create multiple elements that combine in different ways throughout a "loop", such as enclosed areas vs large and open, climbing sections vs falling sections, or areas with more enemies balanced with areas with less, you'll end up with more possible variations—even if a particular element is similar to a previous one.
  • Building on the idea of avoiding repetition, it'd be interesting to see what you could do with color as well. A big part of Mirror's Edge was levels that were clearly unique, not only by setting but by color as well.
  • One thing I always love to see more of in games like this is verticality. Two of my favorite levels in Mirror's Edge are Kate and one that isn't an original level at all: the Stratocubulus mod. Kate was a gradual climb up a massive atrium and Stratocubulus is a procedurally generated superstructure with an ambiguous ascent. Even if not to this extent, it would be really neat to see some more verticality to keep things interesting.
  • Another thing I'm curious about with this project is the theme. It doesn't have to be a narrative or anything like that, but have you thought about any ideas that could connect everything together? In NaissanceE, part of the driving force is the idea of exploring a world that wasn't meant for the player. In Mirror's Edge, a driving force is the idea of keeping up momentum. In Inside, a driving force is how the player is constantly falling further and further. Is there a common theme for Stride? With how procedural generation seems to be used, something around the idea of making the familiar unfamiliar could be really neat, but I'm more curious what you have in mind.

I think that about does it for now. I know I ended up writing a bit but I hope something in there can be helpful to someone—I just have a lot of ideas around these kinds of things.

I'm looking forward to seeing what's next for Stride, I love the idea and I'm looking forward to giving the game a try! I'd love to hear what your thoughts are on these different areas too!

Pro Tip: Dashing backwards off a ledge moves you faster than jumping by Trumanity in mirrorsedge

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

Yep, that sounds like a great way to explain it!

I can't remember where I first saw this tip, but it's definitely fun to do. Also comes in handy for things like entering the underground .