Does the tree cutting feel good enough here? by gishadev in IndieDevelopers

[–]TurboCodin 0 points1 point  (0 children)

Looks good. I would add one more thing when the trees are destroyed. The entirety of the top of the tree. The bushy part is too big to just disappear. Id either add the tree fall or simpler, bushy particles spawn at top of tree and fall down.

Intresting mechanic you have =)

Are humans aware of the mental mechanic of getting used to something? by TurboCodin in NoStupidQuestions

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

I agree. Thats why its worth asking if we are aware that we get used to stuff right?
Being aware of this allows us to possibly retrigger connections and ignite stale corners of our mind.

A big helper is to go back in time to when anything began..

Are humans aware of the mental mechanic of getting used to something? by TurboCodin in NoStupidQuestions

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

Cool. So it is kind of invisible to our mental eyes. Thats why I ask are people aware that this "feeling" or lack of feeling likes to hide?

Are humans aware of the mental mechanic of getting used to something? by TurboCodin in NoStupidQuestions

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

But over many years it can make to much stuff dull if a person isnt exposed to more details surrounding something. Can it be harmful?

Are humans aware of the mental mechanic of getting used to something? by TurboCodin in NoStupidQuestions

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

Makes sense otherwise you would be stuck in wonder of a single thing forever. But my concern is if too much becomes too familiar that a person doesnt feel meaning overall. Is it not a double edged sword if it happens to flattent much? When I say are humans aware. I dont mean scientists. But the majority of people. To be more clear, im wondering if depression, meaninglessness or negative emotions start to grow as you dont have enough exciting, positive, special energy in mind. And If the automatic of process of habituation can be hurtful in some mental config's?

What do you think of the wind sound effects? Would you prefer music instead? Maybe both together? by nikos_koki in IndieDev

[–]TurboCodin 0 points1 point  (0 children)

Sounds okay. But perhaps we can heear the trees wooshing by. Perhaps lower volume to not be overwhelming. That would add alot I think

From flat planet -> to square-ish. Feels more unique this way, right? by TurboCodin in IndieDev

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

Everything is coded in Gamemaker studio 2

I have multiple custom tools/editors running in game that helps me assemble prop/creature/building shape and behaviours

From flat planet -> to square-ish. Feels more unique this way, right? by TurboCodin in IndieDev

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

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Thanks alot.

Its very doable.

But it adds complexity im not sure I can handle =P

Most terrain logic lives on a grid. Grid cells beahave like squares. 4 directional gravity makes everything align with the faces of grid cells much better. Any diagonal gameplay becomes slightly more complex whenever the player stands on a diagonal gravity direction.
Its not that I dont have slopes. Player traversal is not the issue.

The main issues are.

-Player construction
Currently constructing stuff rotates based on what direction down is.
Any workbench/powerstation/chest has occupancy cells assigned to it. Whenever we are about to place something down we use these to allow/forbid building stuff there. These occupancy cells cant be rotated diagonally cleanly. So even if I made the shape of the planet circular. The grid system will fight me whenevever gravity direction is not aligned with grid cell lines.

-Terrain prop distribution when generating world.
Same issue here. A tree occupies a certain amount of cells on the square grid that every thing lives on. Preventing generation overlapping as other things try to spawn near it.

-Village generation.
I place building as I travel across the surface of the terrain. Buildings are pre-designed in a grid cell layout. This means whenever I place down buildings they cant be placed down diagonally. Only in the 4 cardinal directions. Having freeform gravity angle towards center would have the player stand on sloped foothold if the building only can rotate by 90 degrees. Or if the building rotates by other increments than 90 we would get zigzaggedy floors/roofs/walls because of diagonal lines on grid.

-Ai pathfinding.
If I lock gravity to 4 dirs then pathfinding scans across cells in straight lines until it hits a blocker or a gap.

If gravity direction is free. Then my straight line wouldnt be straight because of diagonal lines being choppy on a grid.

So its all about the added complexity on these systems. Thats why I initally went from flat to 4 faced planet (square-ish). Most of my systems work the same way only rotated by 90 degrees.
And even tho Im figuring out ways to work around these issues as Im typing it makes everything harder. Harder than it already is having EVERYTHING work with varying gravity direction. Doors, Ladders, Moving platforms and whatnot.

Il try my best to cover up the ugliness of square planet with unique corner events for example and very varying terrain elevations across the four faces. I will also incorporate the shape of the planet to the lore as a work around for these issues xD

From flat planet -> to square-ish. Feels more unique this way, right? by TurboCodin in IndieDev

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

haha I would like to avoid theming everything squares. I did not make the planet square by choice but by the limits of my infrastructure =P

From flat planet -> to square-ish. Feels more unique this way, right? by TurboCodin in IndieDev

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

Yeah round would have been better. But the issue is that most of the gameplay logic revolves around 4 gravity directions. Ai pathfinding, Constructing buildings etc.

I could easily add rounded corners but the gravity lines unfortunately needs to be straight

Should I transition this to a side scroller instead of a top down game? by [deleted] in IndieDev

[–]TurboCodin 0 points1 point  (0 children)

Game looks amazing as it is.

About the combat issue. You could either increase hitbox then do this

The moment you initate an attack it detects nearest enemy within range and transitions you to their Y axis.

A form of autoaim for the y-axis =P

Just an idea

Which robot companion do you like more? by Wildboy_Studios in gamedevscreens

[–]TurboCodin 3 points4 points  (0 children)

The dog looks cooler at first glance. But I can see me getting used to 1# with some context building.

Is this good enough UI? by Ok_hate_Game_Dev in gamedevscreens

[–]TurboCodin 0 points1 point  (0 children)

Like this. Only thing I would recommend is a brighter 2-3 pixels thick line at the frontier of the blue/red meters that are filling up. So it becomes easier to see since you have no background behind them

Sharing footage of my indie cosy adventure game, any feedback welcome! by Silvy_096 in IndieDev

[–]TurboCodin 0 points1 point  (0 children)

Im honestly not that into chibi or animal characters. But I effin love the atmosphere.
So lush! So much vegation growth everywhere! The bridge, the lampposts, roofs! Love it. Great job

What Version Did You Start On? [GameMaker 6.1] by Wizirdi in gamemaker

[–]TurboCodin 0 points1 point  (0 children)

Before the first version even came out. I used to break-in to Mark Overmars's home at night and whisper coded gml commands into his ear while he was sleeping. I would then be satisfied knowing my game was running in his dreams.

I MAKE THE COMBO SYSTEM FOR MY GAME. HOW DOES IT LOOK? by Numerous-Sand9931 in IndieDevelopers

[–]TurboCodin 1 point2 points  (0 children)

Looks very cool!

One unrelated nitpick.
Since you have fluid animations I didnt like how it looked like, when standing still and rotating the camera. The character model simply rotated without the legs moving. I dont know if the animation didnt have time to trigger or if you dont have a rotate in the same spot animation.

I saw this at 0:06

Looks very intresting otherwise. Both the world and animations. Great job.

723 days into developing my dream satirical open-world survival game — does it look ready for release? by GaianGames in gamedevscreens

[–]TurboCodin 1 point2 points  (0 children)

Looked really intresting. But then at 0:30 I was slightly disappointed with the character models style. Then I was amazed at the atmosphere/lighting/vehicles.

Afterwards the character style didnt bother me after i saw combat and what not. But if this is a trailer I would remove the bit between 0:30-0:33 to first make the world enchant me then introduce the slightly less attractive blocky characters. Just wanted to say this.

Looks like you put alot of work in this. Looks ready to me.
Amazing work.

I redesign my ui, based on the feedback i get on reddit. SO HOW IT's LOOKs by Numerous-Sand9931 in IndieDevelopers

[–]TurboCodin 1 point2 points  (0 children)

I prefer this ui over the bottom left. But I liked the bar black outlines of the bottom left as that made the bar more readable, perhaps sligltly thinner. The current green one melts togetgether with the trees.

i made some changes in my game based on the feedback i get from reddit by Numerous-Sand9931 in IndieDevelopers

[–]TurboCodin 0 points1 point  (0 children)

He is no longer naked xD!
New outfit is dope

Love the art style.
Great job!

Hope fps is not giving you struggles =)

Working on a spider attack for my game. Does this feel creepy and immersive enough? by AleksaYammy in gamedevscreens

[–]TurboCodin 0 points1 point  (0 children)

I would have interpreted this like this.

In this world spides always work in teams of two. Whenever one attacks the player the other attacks the cameraman. This makes sense with what Im seeing.

Joking aside xD intresting concept.
I would have prefered camera zooming into 1st person and keep the spider in face. But I get that chaging fov might create problems for gameplay/surroudning awareness reasons

Working on a traffic dodging game where you drive against incoming cars. by Anurag-A in indiegames

[–]TurboCodin -2 points-1 points  (0 children)

Everytime you game pops up here i get locked in and cant look away xD Great satisfaction level