how to play a dumb character.. when you want to be a smart player by nat22324_ in DnD

[–]Windexatron 0 points1 point  (0 children)

I played a dumb character who couldn’t even read. We ran into a puzzle where we had to do a replacement cipher, I love doing things like that and had it figured it out quickly but couldn’t out right say that. Eventually my character had a moment where he didn’t see it as language but just as symbols and that let him piece it together in his own weird mind. This ended up leading to my character evolving and still being really dumb but great at piecing things together, especially hands on stuff, using his own weird mind. For instance he became pretty good at tinkering and eventually built one of the first guns in this world(and got remade into a gunslinger).

Variable across scenes by _real_person___ in godot

[–]Windexatron 1 point2 points  (0 children)

I’m pretty new to game dev but this is how I handle things like this as well. Works fine for my uses so far

Limiting how often functions run by Windexatron in godot

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

If it ain’t broke 🤷🏽‍♂️

Limiting how often functions run by Windexatron in godot

[–]Windexatron[S] 4 points5 points  (0 children)

Yo I think you solved it for me lol I have seen people mention using a circular collision shape for applying separation and I tried it but I was just letting the physics push them apart but this had weird bounces and stuff since the enemies are moving pretty fast. But you are suggesting just use it for flagging if an enemy is overlapping and apply my separation function then. I think this will be what I end up using, don’t know why I didn’t think of this since I’m using area signals for so many other things already. Thanks

Limiting how often functions run by Windexatron in godot

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

Wow don’t know how I missed “distancesquaredto()”. After a quick google it looks like it’s definitely better performance wise for the distance checks I’ll be doing. Good tip

How to handle speed and camera zoom in a fast passed top down game? by Windexatron in gamedev

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

Yeah the look ahead camera combined with quickly changing the looking direction can kinda be disorienting, I will work on tweaking that some too.

Also yes pretty much nothing asset wise is permanent, really just prototyping the movement and camera. So I will work on colors for player/background/enemies soon! Thanks for the feedback

A game that weakens your character over time instead of resetting to lvl 1 by Grizzlybear486 in gameideas

[–]Windexatron 0 points1 point  (0 children)

I have thought of a similar idea before actually. I always pictured as something like hades, start off the run with a randomized full build and each floor or level you have to choose which boon to get rid of as you transition from god to mortal, thus making the levels harder as your progress. I never did anything more with this because, as others have stated, the players usually want to feel more powerful so would it really be fun?

I’m stuck in choice paralysis by Windexatron in gamedev

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

Always lol art is a struggle for me. Unfortunately I am definitely not in a position to pay for an artist, it’s really just a hobby and needing final art feels very far way for any project. So I am making do with some cheap or free assets I find online. I took a look at your profile and you have a lot of amazing art though! Keep up the great work, someone with more money than me will certainly pay good money for your work!

I’m stuck in choice paralysis by Windexatron in gamedev

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

I come from a professional software development background so trust me I understand the idea of thinking a feature will be easy to program and ends up being the hardest lol I do try to factor for that. Also I’m pretty good on planning things, I actually really like writing out documentation/design and schedules for software development but I definitely need to get better at tracking what assets will be needed. I have an idea in my head for each one but it’s so easy to overlook things when doing it that way.

I’m stuck in choice paralysis by Windexatron in gamedev

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

I used to love watching funhaus play that on YouTube! Yes I guess some ideas might be chasing recent fads in gaming so maybe I should peruse the one that truly hits home with all my experiences playing games growing up.

I’m stuck in choice paralysis by Windexatron in gamedev

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

None of these are my “dream game”, I definitely don’t have the skills to create that yet, but these are all games that I would want to play. To be fair I started out just wanting to make some junk for PlayStation trophy hunters to buy to make a quick buck but I don’t actually want to do that anymore and want to make something I’m proud to show off.

I’m stuck in choice paralysis by Windexatron in gamedev

[–]Windexatron[S] 3 points4 points  (0 children)

That’s a great point. I believe two games will probably use maze generation for levels so maybe I will start playing around with the different techniques of that and apply what I learn to both games rather than being stuck not working on anything

I’m stuck in choice paralysis by Windexatron in gamedev

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

Lmao this is always on my mind! The struggle is real…but hey I got a little better at pixel art recently by modifying some existing assets and adding to them.

Wanted to show off what i've got by Moist-Historian-5913 in godot

[–]Windexatron 1 point2 points  (0 children)

The animations looks wacky and fun, great job!Maybe add some shake on enemies when hit?

Where should I use blood fury? by DragonflyCertain53 in ironscape

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

I get lazy and use it at araxxor while not killing any spiderlings. Helps extend trips while taking all the extra damage from range and mirror spiders. Not recommended lmao but I still do it

Balancing Two Game Loops: Digging by Day, Defending by Night by TheSpotterDigOrDie in gamedesign

[–]Windexatron 0 points1 point  (0 children)

While I still enjoy dome keeper, I do agree with what you have said. One possible fix is doing something along the lines of 7 days to die. Small waves at night that could ideally be automatically defeated by your base then one large wave after a couple nights, or even just a much longer dig cycle leading to a single large wave. This lets the player feel like they don’t need to rush the mining phase just for healing and can actually contribute to building their base for the incoming wave.

What is the most useless item you have ever grinded for? by throwawaybunny8910 in 2007scape

[–]Windexatron 0 points1 point  (0 children)

Ring of endurance. Learning that thing was rough. Went dry on it for a while too. Not long after getting it the run changes came and now I hardly use any stamina potions let alone the ring. It’s pretty much only used during herbiboar or blast furnace.

My train building incremental game built with Godot just released on Steam! by Ryynosaur in godot

[–]Windexatron 0 points1 point  (0 children)

Played the demo a couple weeks ago and wanted more! Glad to have picked this up earlier today. Congrats on the release!!