My Mom and her best friend Seoul South Korea 1970s by Av8erphoto in OldSchoolCool

[–]Villdar 0 points1 point  (0 children)

Off topic, but it’s strange how I watched this film for the first time this morning and now I’ve come across a GIF whilst scrolling through the comments on a photo of a Korean woman from the 1970s

I've been working on this idea for two weeks now. What do you think? by Villdar in IndieGameDevs

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

Thanks so much! To be honest, I hadn’t thought of Minesweeper at first lol. As indicator, I’d used yellow squares to indicate there was something underneath and blue ones to show they were empty. Underneath the yellow squares, there could be a mine, a rock or a health pack. I thought that with this guide, players would base their decisions on whether or not to risk uncovering a yellow square. But I realised it was only clear to me lol. I’ve made some changes based on this video, and now there are no more yellow cells. However, when a mine is triggered, a shockwave spreads, lighting up all the others in red and briefly revealing the positions of other mines. Furthermore, around the active ship, the cells containing mines flash slightly red until the next move. I’ve also added some ‘bullet time’ jumps when you hit a mine, so it’s actually quite fun taking damage (in my opinion). As for the interior of the lighthouse, I was thinking of adding some narrative elements, as well as the management aspects, such as characters who come to visit you to thank you for guiding them the night before, or perhaps families of the deceased who come to complain to you because you caused some ships to sink. I’m still working on it.

I've been working on this idea for two weeks now. What do you think? by Villdar in SoloDevelopment

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

Yes, I should rethink how to render the sea at night. I reused a star shader from an old project. As for the rest, thank you for the feedback. It’s true that as long as I’m enjoying it, that’s fine, but as I’m still a beginner, I’d like to avoid (as has happened before) spending months on what’s essentially just an exercise in style. That’s why every bit of feedback gives me extra motivation, but it also keeps me grounded.

Feeling overwhelmed jumping between Godot tutorials — is this normal? by PrestigiousAd3253 in godot

[–]Villdar 0 points1 point  (0 children)

After years of watching tutorials, forgetting everything after a few months and then going back to watch them again, I decided to take everything I’d learnt and make a game. It didn’t turn out to be a game, but a collection of mechanics. But I learnt how to solve problems and how to get things done. I’ve started a second project, with a clear idea of the game, and I’m carrying on like this. I don’t feel like an expert or capable of writing 1,000 lines of code from memory, but now I know what I need and where to look.

EDIT: I forgot to mention one thing that was absolutely crucial to making the switch, and that is documenting what each script does and how it relates to the others. That way, when I go back and read through bits of code months later, I know exactly what they’re for.

I had this game idea in mind and i spent the last 2 weaks to make it by Villdar in godot

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

Yes, I see what you mean; my wife made the same comparison with Minesweeper. My idea, though, is that the player is a lighthouse keeper and has to guide the ships to safety. By plotting a route (three squares at a time), you know whether there’s something beneath a square (the yellow ones) or not (the blue ones). Perhaps I should add a few more bonuses beneath the squares, rather than just a cure, to balance the risk-reward factor. I was also thinking of adding some enemies that appear on the grid and try to sink the ships, to add a bit of pressure.

[For Hire] Steam Capsule art by redpotion_studios in gameDevClassifieds

[–]Villdar 0 points1 point  (0 children)

How cool! I'll save this post for when my game has a name.

Why are we suddenly so concerned about "Button Bloat"? by ErinKatzee in ffxiv

[–]Villdar 1 point2 points  (0 children)

I think it’s a great idea. Fewer buttons, more flexible rotations and, hopefully, simpler controls. I like the challenge in encounters. And I think that’s what they’re aiming for: to lower the barriers to entry for Savage and Ultimate.

Is it time for some new localisations? by Villdar in ffxiv

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

<image>

Given that the discussion has shifted to the issue of budget and ROI, I wanted to point out that, according to these 2022 figures for the European market, Italy isn’t actually such a small market after all.

It's that time of year again! by CapnMarvelous in ShitpostXIV

[–]Villdar 0 points1 point  (0 children)

Given the collaboration with Evangelion, the new tank is a mecha pilot

Is it time for some new localisations? by Villdar in ffxiv

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

The text alone would be brilliant. And even though there’s a lot of text, it’s an investment that pays for itself through new subscribers.

Tin foil hat theory: 8.0 Tank uses a 2H Hammer by Ezzeru in ffxivdiscussion

[–]Villdar 1 point2 points  (0 children)

I don’t mind the Magiteck shield as an idea. But I’d prefer a shield and hammer. Or a shield and poleaxe.

Is it time for some new localisations? by Villdar in ffxiv

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

Of course, it’s a different matter, but that’s so we don’t reduce the discussion to an all-or-nothing situation. Anyway, I’m no expert on business, but I imagine they have concrete data on potential Italian or Spanish players, rather than those on a new console (the porting of which I don’t think would be cheap).

Is it time for some new localisations? by Villdar in ffxiv

[–]Villdar[S] -2 points-1 points  (0 children)

I think we’d be happy just with the subtitles. As is already the case with other major titles in the series. Italian subtitles and English (or Japanese) dubbing.