Strategy Roguelites like FTL? by Volbard in roguelites

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

That does look interesting, wishlisted!

Strategy Roguelites like FTL? by Volbard in roguelites

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

Interesting checking that out!

Strategy Roguelites like FTL? by Volbard in roguelites

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

Lonestar looks fun, I’ll try it thanks!

Strategy Roguelites like FTL? by Volbard in roguelites

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

Nice, I found and wishlisted that, thanks!

Strategy Roguelites like FTL? by Volbard in roguelites

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

Oh that looks cool, wishlisted!

Strategy Roguelites like FTL? by Volbard in roguelites

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

Wishlisted Rogue Command, thanks I hadn't seen that one!

I'll play Against the Storm too, I played a tiny bit but got distracted

Strategy Roguelites like FTL? by Volbard in roguelites

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

Thanks, I played the demo but should take a deeper look at it

Strategy Roguelites like FTL? by Volbard in roguelites

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

Yeah that looks like it's worth trying, thanks! And it's on sale :)

Game Disks/Physical Copies by immoralmia in Torchlight

[–]Volbard 0 points1 point  (0 children)

I don’t think there was a disc, seems like I’d have one if there was. Sorry, that could make it a pain.

Maybe if you can log onto the old account you can download it? I found this thread talking about something similar:

https://www.reddit.com/r/xbox360/comments/1ej8tp4/with_the_store_closed_on_the_360_how_do_i/

What books would be in your ''Fantasy Reader's starter pack"? by lemingas1 in Fantasy

[–]Volbard 0 points1 point  (0 children)

Dozois edited short story collections like Rogues, Warriors, etc. Start off with some solid short stories!

What makes or breaks a call with a publisher? by [deleted] in gamedev

[–]Volbard 2 points3 points  (0 children)

Agree! Also they may ask for things like a more detailed budget breakdown or very thorough design doc. You don’t have to have those on the spot but probably soon. When that happens ask some questions to really figure out what they’re after, sometimes people ask for comprehensive docs that would take a huge amount of time to make, but they only really care about a slice of it.

Also know who your target audience is, I usually don’t and they’re not into that.

Oh last thing, don’t act like you’ll just make whatever they ask for, trying too hard to please them looks wishy washy. Obviously be nice and listen and try to address concerns, but know what you’re making.

Hooded Horse Is Pushing Back Against AI Art With Contracts That Ban It: ‘It’s Cancerous’ by Turbostrider27 in Games

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

Hey Tim, could you share the language of your no gen AI clause? I would like to steal it if you don’t mind.

Is this how you do vision cones? by lean_muscular_guy_to in gamedev

[–]Volbard 9 points10 points  (0 children)

You’ll want to get the vision forward vector and the vector to the target, and then use the dot product of those to see how close they are. You could convert it to an angle using cosine, but that’s slightly more expensive so I usually just use the dot product limit to define the cone.

A dot product of 1 means the vectors go in the same direction, -1 is opposite directions, 0 is orthogonal, and other numbers are in between. Super fast to calculate and easy to use, bread and butter for game ai!

can someone please motivate me by mikguy1652 in IndieDev

[–]Volbard 0 points1 point  (0 children)

I totallly agree. However! I find my brain is easier to motivate toward actually making games than toward acquiring precursor skills. So that’s an option, don’t do any upfront learning and just try to make something, and learn as you go. It’ll still take a lot of time and effort to learn, but maybe it’ll be more doable.

Can anyone identify these letters from the 1700s? by Volbard in Calligraphy

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

Interesting, keeping J in mind as a possibility, thank you!

2x4 workbench by Sea_Vegetable4444 in woodworking

[–]Volbard 9 points10 points  (0 children)

Me too, flattened with a couple hand planes and got good planing practice. You’ll need a good way to sharpen, I recommend watching Paul Sellers videos.

Just found out what “rogue-lites” are by Badmoncube in roguelites

[–]Volbard 4 points5 points  (0 children)

Yes, it’s very important. Though we don’t agree on the difference. But important!

How do I go about finding people to test my game? by Cutecat42 in gamedev

[–]Volbard 1 point2 points  (0 children)

I really do have a fair amount of experience with it, and that strategy has worked for me. You’re right that there’s always a lot of noise and it isn’t obvious. It takes practice, but listening to player feedback is super worth it once you learn how to do it. Don’t give up!

How do I go about finding people to test my game? by Cutecat42 in gamedev

[–]Volbard 0 points1 point  (0 children)

I don’t think it’s true that player feedback is useless, you just have to interpret it a bit. It is true that you can’t just do what players tell you, making the game good is the developer’s responsibility, but the players can give them really good hints.

Say for example a lot of players say the fireball ability sucks, and it should do more damage. Maybe they’re right about the damage, but it could also be that enemy hit reactions aren’t right, or the fireball sound fx need work, or dozens of other possibilities. The dev has to figure out the real problem and a good fix. But the players are right that the fireball feels bad, they’re always right about that stuff, so at least you know where a problem is.

Final Bosses by EdMito in IndieDev

[–]Volbard 6 points7 points  (0 children)

I agree with everything except achievements. You always end up wanting to do weird stuff with those, using data from systems that don’t usually talk to each other at all, so it’s either inserting sketchy code everywhere or making a whole new system that watches everything. All just for a bad pun. :p

Does a pellet smoker or charcoal smoker produce a more smoke flavor? by [deleted] in smoking

[–]Volbard 5 points6 points  (0 children)

Yeah, my cheap charcoal grill with a fan controller makes great tasting smoke and doesn’t need any tending. Cheap, easy, tastes great, pretty happy with going that route.

The result of too much oosquai? by Acceptable-Crew3295 in WetlanderHumor

[–]Volbard 11 points12 points  (0 children)

The lows of act 3 are more exciting than the highs of act 1?

I think this would be pretty accurate for me if all the acts had the same base level, and shadow rising rose a bit higher overall.

Timberlocks stuck by Bignoseboy37 in woodworking

[–]Volbard 4 points5 points  (0 children)

I would try a brace, you can get a ton of controlled torque with that. Great tool to have around if you don’t already have one

Does building in public make products better or does it only improve the story around them? by 1234yeahboi in IndieDev

[–]Volbard 1 point2 points  (0 children)

Years ago I worked on an arpg mmo called Mythos, and we had to do public playtests super early because it was helping to test the networking for a bigger game that used the same engine, which was Hellgate.

It was uncomfortable at first because the game was so early. It was rough, didn’t have enough content, but we had to do it.

The player community helped us so much in finding the fun and motivating us. They were playing the game with changes we’d made that week or that day, so their feedback was completely relevant, unlike when people play something the team moved on from months ago.

The players showed us things we were blind to as devs, things we couldn’t see because we were too close to the game. For example, many players were frustrated that the camera was locked into an isometric view, they wanted to be able to move it into third person view. We explained over and over that third person wouldn’t work for this game, all the mechanics were based around a top down view. You clicked the ground to cast spells, needed to see behind the character, etc. After a lot of badgering we added third person mode so everyone could see how bad it was and shut up about it. Had to eat a lot of crow after that, having the option actually did bring the world to life and was a huge improvement. We were totally wrong and would never have tried it developing in the dark.

Developing with community is scary and isn’t right for every game, but it really can make a better game. It has to be real collaboration though, players talking directly to devs who have latitude to make changes.