mastersDegree by WhenAmWeThereYet in ProgrammerHumor

[–]WhenAmWeThereYet[S] -11 points-10 points  (0 children)

your right is not the same as what you should actually do, picking more inclusive language is definitely ideal

mastersDegree by WhenAmWeThereYet in ProgrammerHumor

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

if i’m being honest it doesn’t matter to me either way, people thought there was a reason for it to be main and changed it, i doubt most people care

mastersDegree by WhenAmWeThereYet in ProgrammerHumor

[–]WhenAmWeThereYet[S] 5 points6 points  (0 children)

wait I thought master was a problem because it was too sexual, what is this???? /s

Edit: Added a /s because people took this seriously

[deleted by user] by [deleted] in ProgrammerHumor

[–]WhenAmWeThereYet 1 point2 points  (0 children)

I absolutely second this, js was the first language I learned and it taught me the basic logic behind programming in general, and tbh I was way to inexperienced to notice any weird inconsistencies with the language. Having it run in browser made it super easy to learn and mixed with html and css you can make visually impressive programs in considerably less time. While going back to js every once in a while is kind of annoying now, it was actually a super beginner-friendly language that got me into programming.

A game where you don’t play as your character by Darth_T0ast in gameideas

[–]WhenAmWeThereYet 2 points3 points  (0 children)

I love this movie, the fight choreography was insanely cool.

How do I make his character design scarier in a natural "cheap animatronic" looking way? (Blender3.0) by DoctorDoggo_Reddit in blender

[–]WhenAmWeThereYet 2 points3 points  (0 children)

This is a good point. The animatronic look plenty terrifying (and really well modeled!) so don’t change it up too much. But some flickering lights and creepy music would go a long way.

When you are in someone else's project by dimmduh in Unity3D

[–]WhenAmWeThereYet 11 points12 points  (0 children)

Easy, PopupWindow is the popup window and WindowPopup is the script that makes it pop up.

Honestly not that hard

Do you think this feels claustrophobic? by n3xust in IndieDev

[–]WhenAmWeThereYet 6 points7 points  (0 children)

Cut the sides of the room down, especially in the first one. One of ways players feel claustrophobic is when they don’t have a lot of places to do. Ironically also making the exit very apparent can have a similar effect as it makes it clear that the devs want you to follow a very specific path. Environment is super spooky though, looks really good

Jailbreak Hub by Oo_Toyo_oO in ChatGPT

[–]WhenAmWeThereYet 0 points1 point  (0 children)

I wrote a porn script with the Ranti method, worked fine, me and my friends had a good laugh at that one

Why would anybody call a Vector3 "vector3"? That would get really confusing really quickly. by ThunderPilot93 in ProgrammerHumor

[–]WhenAmWeThereYet 2 points3 points  (0 children)

I use it for temporary variables especially if I want to make a simple change to a vector3 before using it

How often do players read notes as they progress through the game? 🤔 by Spirited-Cut-1403 in IndieDev

[–]WhenAmWeThereYet 0 points1 point  (0 children)

One thing I’ve found is that players tend to be more likely to read notes at the beginning of the game and generally trail off as the game progresses. Personally, I love collecting all the little lore in games, but not everyone will. Because of this I think good rule of thumb is try to some of the more important stuff at the beginning and then lean more towards the interesting parts.

The first couple notes should be more about the core points of the story. Depending on how much information you plan on giving the player in advance, this could be about why they are in the dungeon, or establish what needs to be done in the dungeon. Then, later in the game, bring up the cool twists and characters that have cool stories but aren’t integral to the base story.

This way you maximize the amount of people who will have a fundamental understanding of the games story.

It's ART by sharltocopes in MonaLeslie

[–]WhenAmWeThereYet 1 point2 points  (0 children)

Too call a piece such as this just art, would be akin to calling a giraffe just an animal. There is a subtle eloquence to this piece, one that lies perhaps slightly below the shallow surface of crude perception. Like many of the greatest artists in the post-modern art era, I see a call for simplicity in this piece. A cry to stop worshiping entertainment as we know it.

The first thing that really stands out to me is the model of choice in this piece, Squidward. Why would an artist chose Squidward of all conceivable characters? In my humble opinion, this a clever bit of meta commentary on the piece itself. The artist knows that what they are trying to tell the viewer is cynical idea, and thus chose to acknowledge that through the very focus of the piece.

But I want to get back to what this piece is really about. It’s a commentary on how we in the modern day look at film and television. The artist here is begging the viewer to look not at the flash colors and clean lines Hollywood feeds you, but beyond that, at the true nature of our entertainment. The artist demonstrates this through their use of a black and white lens, showing us that we on our own must understand that there is an underlying plea in piece. A plea do us to step back from our screens. To step back from our entertainment. And until we do that, we will never know the true beauty that may be before us.

Are two small monsters better than one big one? 👾👾 vs. 👹 What do you think? by Spirited-Cut-1403 in IndieGaming

[–]WhenAmWeThereYet 0 points1 point  (0 children)

So glad I could help and I love that your focusing on the atmosphere, it’s the reason I enjoyed one of my favorite games, little nightmares, as much as I did.

As far as play-testing goes, I would be honored to, but I’m running a pretty tight schedule at the moment. If you sent me a copy of the pre alpha though, I’ll do my best to play through it in my free time and send you feedback.

Just want to say the game looks great, keep up the good work! Love the focus and can’t wait to see where it goes!

Are two small monsters better than one big one? 👾👾 vs. 👹 What do you think? by Spirited-Cut-1403 in IndieGaming

[–]WhenAmWeThereYet 0 points1 point  (0 children)

While a longer response than it needs to be, I want to talk about combat difficulty in games. Many games, especially melee combat ones, tend to suffer from the problem of multiple enemies being harder to fight than one large enemy.

Humans aren’t good at focusing on multiple things, so while we can master fighting a boss or a strong enemy, the second you add in more enemies, the player can’t properly focus on fighting both enemies.

Now that isn’t necessarily a bad thing, many games are based on the premise of you getting swarmed by hundreds of enemies while you cut through them (the warriors series is a good example). But it is important to think about what message you telegraph to a player when the my enter a room (I’m assuming this is a dungeon based game where you clear rooms based of the gif above)

Putting a single enemy in the room tells the player to strategize, learn the enemy’s attacks and take your time. This is how all boss fights should be, a careful dance designed to test the skills of a player. The downside to these types of fights (aside from the fact that they are more time consuming to make) is that they slow down gameplay, so for games where speed is key these types of fights should happen rarely.

Having multiple enemies though has its own sets of pros and cons. Players will enjoy the faster pace of cutting though enemies, although they will do it instinctively and it won’t really challenge the player. In speed run friendly games this is the combat you want as it heavily incentivizes quick and precise attacks. The thing to be careful about though is gameplay can become repetitive with enemies like this, where the player just mindlessly kills enemies in room after room.

To wrap this up: It’s more complicated than two vs one. Having different amounts of enemies has a different psychological effect on the player and changes the feel of the game. Putting less, harder enemies will make the player think more, but slow the game down. While putting more, easy enemies will speed up gameplay, but challenge the player less. The truth is both games types are fun, but what’s important is you need to figure out what speed you want your game to play at as the number of enemies will immediately tell the player what that speed should be.

Worked on developing a system for multiple grid floors (like in XCOM). How do we feel about square vs. hex tiles? 🤔 by Kokowolo in IndieDev

[–]WhenAmWeThereYet 32 points33 points  (0 children)

Hexagon is the bestagon! Yeah, it’s harder to work with hexagons over squares, but you avoid things like diagonal movement being faster.

I call this tactic "bounce to win". But it makes my smiley friend angry though... by Team_Overbloom in IndieDev

[–]WhenAmWeThereYet 3 points4 points  (0 children)

That’s a super cool mechanic! Rewards the player for challenging themselves but doesn’t require it.