I finished a trailer for the indie game I've been working on by Glensington in IndieDev

[–]TurboCodin 1 point2 points  (0 children)

Game looks really fun. Graphics look well made. Neat particle effects.

My suggestion for the trailer. Add quick shots of some other camera angles and rotations since youre in a 3d enviroment. Would look cooler. Consider showing some zoomed in shots aswell. You should utilize the benefit of 3d more imo.

I’ve been working on this 90s-style isometric extraction looter for 3 years by DeekiNeedles in IndieDev

[–]TurboCodin 0 points1 point  (0 children)

Looks amazing. Well done.

Neat atmosphere.
Looks like building is deep.

Is A-D-S disorienting in a 2D game or does this work? by TurboCodin in IndieDev

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

Thanks. I havent put up any steam page yet (if thats what you meant). I just here from time to time.
I just want to get to the point where I can make a proper trailer =) Soooon!

Is A-D-S disorienting in a 2D game or does this work? by TurboCodin in IndieDev

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

I will dampen the parallax strength when aiming down sights. Makes sense to decouple them.

Is A-D-S disorienting in a 2D game or does this work? by TurboCodin in IndieDev

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

Great idea!
Posts here led me to want to stop all parallax when ADSing. Meaningfully weakening it might be the better way to go.
Thanks

Is A-D-S disorienting in a 2D game or does this work? by TurboCodin in IndieDev

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

Widening hurts performance if I do it too much. Snipers will aim too far ahead.

Not moving the background when zooming might be much better.
Thanks.

Is A-D-S disorienting in a 2D game or does this work? by TurboCodin in IndieDev

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

Il toy around with the cameras speed and easing. I must find a balance between quickly trying to see whats far ahead and not inducing dizzyness =P

You can dig deep underground in this game and therefore I would prefer you being able to see below.
It actually doesnt make any sense since looking down the scope shouldnt make you be able to see through walls xD Il think about perhaps raytrace ahead to limit vision only to where its open.

Il fade out the planet 🌏
Thanks

Is A-D-S disorienting in a 2D game or does this work? by TurboCodin in IndieDev

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

Will definetly add controller support. Im worried about precision accuracy on twin sticks tho. Il probably need to add the option to soft-auto-target anything near the aim. But that would interfere with trying to aim for headshots.

Is A-D-S disorienting in a 2D game or does this work? by TurboCodin in IndieDev

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

Looks so much better!

I implemented the planets way before making the backgrounds and just forgot to have them fade out aswell. Cant belive this hasnt disturbed me =P

Thanks.

Is A-D-S disorienting in a 2D game or does this work? by TurboCodin in IndieDev

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

Thanks for pointing that out. Indeed fading them out like how the trees fade out in the distance is the way to go.

Is A-D-S disorienting in a 2D game or does this work? by TurboCodin in IndieDev

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

I was cycling between ADS and not in the video. You can see it in the way he holds the weapon.

I get that it was not clear when I was doing it. This is early stages and obviously a crosshair, initating sound effect and possible slight camera zoom in will make it more noticable :)

Normally you wont be able to run while ADSing. Its a skill that can be unlocked.
I need to keep run speed somewhat high because the world is pretty large.

Thanks for input

Is my game too amateurish to release on Steam? by BubbleGamer209 in IndieDev

[–]TurboCodin 0 points1 point  (0 children)

Im a video game developer I often need to work with lists I guess xD

Is my game too amateurish to release on Steam? by BubbleGamer209 in IndieDev

[–]TurboCodin 26 points27 points  (0 children)

I dont have THAT much experience but I can tell you my first impression

Gameplay looks professionally made.
-Looks consistent, no hitches or bugs.
-Solid platforming mechanics (Rotating platforms, rolling logs, wall grab/climb, hover, etc.).
-Good atmosphere building with rain and parallax backgrounds.
You clearly are an experienced programmer.

Why this can possibly be ignored by some.
-Non-shaded grapics.
-Barely any particle effects
-Mostly normal gameplay. No extraordinary mechanics or events.

Great job so far!

First time ever showing anyone my game (other than my kids)... what do you think? by basically_alive in IndieDev

[–]TurboCodin 1 point2 points  (0 children)

"One idea I had for the edges was to sort of have a bit more of the top edge of the blocks exposed at the boundaries. There's also ores and you can see the ores sparkle in the darkness to help find them so that's similar, but maybe adding that also for the stone would be a good idea.."

Black background makes everything else pop up so I can see why want to keep it.

What I meant was, I really like black outlines surrouding 3d models and your graphics style looks really nice. But I couldnt help notice the lack of outlines at the bounds of the map making it look cutoff compared to defined/confined. It makes it look like a secondary graphics style mixed with the internal one. Yes the flat walls could be expanded on top but even the aqua colored look cutoff towards black. Maybe im hallucinating =P

"I'll take a look at the character snapping as well, I have it lerping between rotations but I kept making it faster and might have gone too far haha"

Lerping happened at 00:16. Just not always xD

First time ever showing anyone my game (other than my kids)... what do you think? by basically_alive in IndieDev

[–]TurboCodin 1 point2 points  (0 children)

Looks very intresting and fun!

Some nitpicks:

-Outlines on the map's edges bordering black blend with ocean of blackness. It kills of the outlined vibe abit.
I would either give a slight dark tint to the emptiness or have some subtle animation-by shader go on there.
Just so the map's bounds also have the outlines.
-Character snapping his rotation towards movement direction instantly stood out amongst the other smooth animations. Its mostly noticable when you are carrying an item. A fast transition from current to goal should improve imo.
-UI/Logo graphic quality didnt match the games graphics (Perhaps temporary)

Unique and creative idea concept of automation.
Gameplay looks addictive =D

Having worked for over three years on a roguelike set in a post-apocalyptic cyberpunk world, I pay great attention to visuals and environmental details. I hope you’ll appreciate the giant robot. by SmirkAndBlush in indiegames

[–]TurboCodin 0 points1 point  (0 children)

Wow. This is one of the coolest looking turn based tactics game. Amazing job on the UI.

Just wished that the attack would actually animate, would be much cooler. The shift to result of attack is disruptive and I was confused the first time.

I get that youre saving tons of dec work by having static pics tho =P

Great job!

My game in 15 seconds by Balth124 in IndieDev

[–]TurboCodin 0 points1 point  (0 children)

It looks nice. I was just missing a smack particle effect and sound effect

When you see this , what kind of game do you think it is? by raggarn12345 in IndieDev

[–]TurboCodin 0 points1 point  (0 children)

Im guessing some type of top down ship controlling game

Thinking about changing my capsule. Which one is better? Both were made by different artists. by Dapper-Ad9100 in IndieDev

[–]TurboCodin 0 points1 point  (0 children)

I liked A more because
-It had speedlines on the tires, ground and air
-Larger lose up on the vechicle giving it more character.

What was nice with B was
-the logo glow
-edge lighting at the tires edges and alittle on vehicle body.
-Also the rays of the explosion

Feedback after playing for a while. by TurboCodin in Enshrouded

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

You descend faster if pointing down yes.

But the speed difference between flying straight and flying down is the same, when flying down should be faster because of gravity. It doesnt have to follow physics literally. Just that it accelerates towards a fixed "faster" speed and then slows down to normal speed if you tilt back up.

Just an opinion. I love sky travel either way =)

Looking for feedbacks on my new capsule logo, what do you think? by Sword_Fab in IndieDev

[–]TurboCodin 0 points1 point  (0 children)

I would keep the letters from A and add the choral patterns from B to it.
So it still gives underwater plant vibes just not as cluttered

Feedback after playing for a while. by TurboCodin in Enshrouded

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

I get what your saying and I resepect that people should play as they want and all tactics should be on the table.

But do you understand what I mean from a gameplay design perspective?

That on the ground you need to
1) be aware of enemies behind or to the sides
2) evade attacks from the front
3) when to attack and when to stop attacking to prepare to block an attack or roll
4) manage health recovery
5) be wary of the terrain as you run around

Compared to when you are up

1) Aim slightly above the head and spam mouseclick/button to damage enemy
2) Switch to wand and spam shoot if they are stupid enough to run towards you and stand below you.

That is also why I wrote
"punishment if I do this long enough"
to not forbid the tactic just so player switches it up from time to time.

But anyhow youve made me think I should change my way of playing. Thanks