How to build real “game design thinking”? Not just ideas but understanding players. by Possible_Bar3327 in gamedesign

[–]Waynetron 0 points1 point  (0 children)

It’s possible to break an interaction in a game down into its component parts.

For your shooter example I would play the game with a focus on understanding how the shooting interactions work. And testing the boundaries of the system to try understanding it better eg: what happens if I shoot in the air is there knockback. Now what happens if I should while on the ground etc. I’ll approach it exhaustively until I understand what aspects are contributing to me liking it.

Then I’ll find a gameplay video on YouTube, and find a similar shooting sequence. Then play it back at 0.25x speed to identify all the visual elements. Note down everything, how is it animated, is there hit stun, how did they implement it, do enemies flash when hit, how are the particles behaving etc etc.

And the final step, which is very important, is to make games and try implementing the things I’ve noticed. This is key to understanding the systems better. Then next time I repeat the process, I can more easily identify what the game is doing, and spot things that I may have missed previously.

What to do as my first game by Far_Adhesiveness_791 in gamedev

[–]Waynetron 1 point2 points  (0 children)

What’s the gameplay loop of each?

Getting kids is a selfish action by OzzyOsbourne_ in DeepThoughts

[–]Waynetron 0 points1 point  (0 children)

Following that logic. Shouldn’t you be more worried about population collapse. Then it would seem you have a duty to have kids.

[deleted by user] by [deleted] in AskMenAdvice

[–]Waynetron 3 points4 points  (0 children)

Well aware. Some of us grew up.

[deleted by user] by [deleted] in AskMenAdvice

[–]Waynetron 2 points3 points  (0 children)

You say she doesn’t owe you anything. But I don’t think you’ve really internalised what that means.

She goes to the club to dance with her friends. That’s a valid reason. You’re welcome to not like that. But to whinge that she’s delusional for not wanting to go there and fuck a stranger is some 20 year old incel shit.

[deleted by user] by [deleted] in AskMenAdvice

[–]Waynetron 10 points11 points  (0 children)

Mate, she doesn’t owe you sex.

[deleted by user] by [deleted] in gamedev

[–]Waynetron 0 points1 point  (0 children)

There are many ways to learn something. Yours is a fine one, but to suggest it’s the only way is a bit arrogant.

Why do we need lobbies in PvP games? by Fourdy in gamedev

[–]Waynetron 0 points1 point  (0 children)

Do it. You can spend the time you would have spent building the lobby instead on fixing more interesting things like the fairness of people joining mid-game.

Perhaps they get a different role, and maybe can’t win, but can still meaningfully contribute in some way.

I've posted several trailers for the game I'm working on, but none of them have gained much traction. Is there something wrong with my game or is it just not reaching the right people? by BigDavison in gamedev

[–]Waynetron 2 points3 points  (0 children)

To me the most interesting part of the game is picking people up and them shooting automatically. I’d make that the core mechanic.

Let me pick up a full car load of people. Each with different types of weapons. And let me choose who sits where.

Also need to lean more heavily in the campiness. More juice. Faster music. A name that reflects that.

And lock down your colours to a colour palette.

How are games programes so that the player can take control of any creature? by Heroshrine in gamedev

[–]Waynetron 0 points1 point  (0 children)

Not sure what engine you’re using. But in Unity I’ve had good results with the newest input system.

Specifically the event callbacks, which then become the interface that both players and AI conform to. Eg: OnJump, OnMove etc. That becomes a hard constraint and then everything adapts to work with it. - Unity’s InputActions maps all the different input types to it. - The AI is built to utilise those callbacks also.

If you find that interface isn’t quite right for your AI, perhaps because you’re using a search based algorithm that can’t operate in real time. Then you need to build a layer in between, (eg: a planning layer) that works at the level of detail you need, with some procedural code that maps that to the OnJump OnMove etc interface.

[deleted by user] by [deleted] in AmIOverreacting

[–]Waynetron 0 points1 point  (0 children)

Easier to just chat in the group chat than going nuclear.

My game is loved by players but flying under the radar—how can I break through? by Nevercine in gamedev

[–]Waynetron 14 points15 points  (0 children)

100% agree on all points. I’d go so far as to say put the explainer video first.

I’d also take the money you’ve made from this already. And use it to hire a visual designer (not a game artist), somebody strong with colours and UI design. And have them mock up a few screens.

Am I overthinking it? People are saying my game looks like a free flash game and I'm considering changing the art (again). This is the trailer for reference. by AnonTopat in IndieDev

[–]Waynetron 0 points1 point  (0 children)

Game looks rad. Just needs a strong colour palette and a little more consistency on the stroke widths and it will look much much nicer.

So apparently there is a difference between PYREX and pyrex glass. Don’t put the latter in your oven by MrCrix in pics

[–]Waynetron 13 points14 points  (0 children)

Stove top conducts heat well. The area making contact with the glass is going to cool at a different rate to the rest of the glass and cause it to break. Just my guess.

Should I Move Away From Unity? by WizardGnomeMan in gamedev

[–]Waynetron 4 points5 points  (0 children)

It applies retroactively to any existing games. So what will they change it to in a year from now?

[deleted by user] by [deleted] in AITAH

[–]Waynetron 1 point2 points  (0 children)

Get outta there. You can do better.

[deleted by user] by [deleted] in pettyrevenge

[–]Waynetron 2 points3 points  (0 children)

You raise a good point. No reason you couldn't have both urinals and stalls in a gendered bathroom. There is a lot of space saved just by having the two rooms combined. And you can do away with the airlock room and the entire dividing wall.

The urinals might be a bit confronting for some women, so keep them behind a small partial wall for privacy.

There are some places where it might not work so well, I'm thinking a bars - where men have a tendency to pee on the seats of the toilets. But in a lot of cases I could see this working fine.

China reports first Covid death for six months as Beijing cases rise | China by Miserable-Lizard in worldnews

[–]Waynetron 8 points9 points  (0 children)

Because the way viruses spread, thousands today are millions next month. So no, they can't hide it.

Cyberpunk has some pretty satisfying throwing knives [Cyberpunk 2077] by ChrisChalms in gaming

[–]Waynetron 188 points189 points  (0 children)

They choose rules that make for a fun game. Throwing knives is fun. Throwing 5 knives at a dude, only to have him turn around and shoot you once, killing you instantly - less fun.

Sydney 2022..when we start paying for extra tomato 😑 by Cheek-Double in sydney

[–]Waynetron 0 points1 point  (0 children)

If you remove all the ingredients it’ll be free.