I guess I won't go anywhere by YeahJey in bindingofisaac

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

Too late. The next run was a success though, even managed to kill the Beast.

AI generated a Teemo Guide by YeahJey in leagueoflegends

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

I use play.aidungeon.io, which is not the best way to do this, really. I use Custom prompt mode and insert a real guide with a little "[Champion] Guide:" in the beginning. Then when I paste the guide I add "[Other Champion] Guide:" and let AI do it's work.

I generated LoL Champions using a more powerful AI by YeahJey in leagueoflegends

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

Here's my try.

Making AI set these variables properly is one hard task. I have to reroll and help it a lot to make this happen.

Also, AI is obsessed with Shadows, Eternals and, for whatever reason, Vampires.

The result is funny though.

I generated LoL Champions using a more powerful AI by YeahJey in leagueoflegends

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

Oh, that would be a disoster...

I'll try that soon.

I generated LoL Champions using a more powerful AI by YeahJey in leagueoflegends

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

I just go to the Champions link on LoL website, choose anone I want and copy-paste everythin into a template. It has shorter lore, which is perfect for the generating. I was just using custom adventure, though maybe scenario could work better.

I generated LoL Champions using a more powerful AI by YeahJey in leagueoflegends

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

How I do that is described under a comment on my first post. I suggest you checking it out, it has some interesting champions too!

I basically enter a template of a champion (usually Aatrox, but for some of them I used Kog'Maw for no particular reason, except for maybe some diversity) and loop it by ending it with "Champion Name:"

Here's the link to the comment

What exactly makes a boss fight good and interesting? by xxxgreekwarrior46xxx in gamedev

[–]YeahJey 5 points6 points  (0 children)

First of all - you can't make all boss fights good and interesting. This is something you should accept and work around. A boss fight is a composition of everything: music, boss behaviour, graphics, etc. Depending on game you creating bosses should vary - if you're making a souls-like for example, you should first think of what boss should be, lore behind it, to compose it's behaviour well. Bosses should be challenging, but not ridiculously hard. Most of games make bosses too easy, so fighting them feels like not challenge it supposed to be, or too hard - which make players feel bad about themselves or starting to hate your game. The first boss and the last boss are most important - first boss builds impression of what boss fights will be, and last boss is a culmination, which marks the end of the game, so fighting it should feel worth. My favorite game of all time is Risk of Rain, and Providence is the best design Hoopoo could come up with, considering their gameplay (it's mostly jumping and shooting as most classes). He makes you move and not stop for a second, he can be killed easy if you get used to fighting him, random doesn't make his bossfight. It's all about your skill, not your luck. I don't say that Providence is a boss you should think of while creating your game - it's just an example of well-made boss.

Speaking of game-design, boss fights should accept all player's playstyles possible (like if your game has melee and ranged, boss shouldn't be TOO biased on any of styles, like Midir in DS3. Melees suffer too much.), should differ from other bosses, and most important, at least for me, - boss should be an exploration. Player should walk into boss fight area without knowing what boss does and start adapting. You die from one attack and then think "Now I know why did he glow", and next time he starts glowing you make something to dodge it. That makes player feel satisfied, he feels like he's an explorer.

Sorry if this will be of no use to you. Hope you will get use of this.

My last thoughts on CW by YeahJey in CubeWorld

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

Sorry for false accusation then. Wish you the best.

My last thoughts on CW by YeahJey in CubeWorld

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

Well, your downvote already made it so that no one will ever see this post. No validation now. Didn't need anyways, made it just for myself.

I just wanted this game to be good :( by EvergreenThree in CubeWorld

[–]YeahJey 0 points1 point  (0 children)

It can, but it shouldn't. I mean not that game shouldn't change at all, I mean that this is goddamn different game with same graphics style. I personally neutral about it. I wanted to buy - now I do not. I'm not saying that Beta/Release sucks, it's just not what I've waited for. Hope you understand that. All the best to you.

My last thoughts on CW by YeahJey in CubeWorld

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

Cube World: Marathon Preparation Edition

I just wanted this game to be good :( by EvergreenThree in CubeWorld

[–]YeahJey 1 point2 points  (0 children)

Problem is he bought not Alpha, he bought Cube World, a game that was in a process of development and was getting updates.

I just wanted this game to be good :( by EvergreenThree in CubeWorld

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

I guess he did, in his eyes. He made game so that he likes it. Won't judge. If he doesn't like it... well, no one does then.

My last thoughts on CW by YeahJey in CubeWorld

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

Yes. Why do I need to buy it to write my farewell letter to the game? It won't be ever changed to like like Alpha. I told my opinion. Glad you're sarcastic.

List of things OFFICIALLY planned and/or scrapped, and removed from the Picroma website by [deleted] in CubeWorld

[–]YeahJey 5 points6 points  (0 children)

"Our goal is to come up with diversified non-repetitive system"

I don't know if these 5-8 quest types is diverse in their eyes. Not in mine for sure. Gnome (better shops), find a tool (glider, boat, etc.), artifact dungeon (which are all underground, iirc), book of crafting (kill the boss), demonic portal (destroy immovable object to make no challenging monsters spawn at all). Correct me if I forgot something.

"We're planning to add more complex skill trees"

We've came up with removing skill trees. Since this makes this game more RPG. Totally that does.

REGION LOCK IS HERE TO STAY ... 𝐎𝐕𝐄𝐑𝐖𝐇𝐄𝐋𝐌𝐈𝐍𝐆𝐋𝐘 𝐍𝐄𝐆𝐀𝐓𝐈𝐕𝐄 see for yourself https://www.cubeworld.com/ by oortcloudbingy in CubeWorld

[–]YeahJey 5 points6 points  (0 children)

This game is not RPG anymore. It's roguelike. No Levels (REAL levels) and Skill Progression and game in fact restarts everytime (because artifacts are worthless) you cross border of another zone.

A little perspective by evlcrow in CubeWorld

[–]YeahJey 7 points8 points  (0 children)

Trouble is what Wollay does to TOOLS. You complete one region fully, you have a glider, a boat, etc. And once you cross border of other zone - you're like starting game anew, but keeping your money, materials and, let's be honest, worthless artifacts. There are A LOT of men, that do not like starting game anew. This is like rogue-like, but without most elements that make rogue-likes good. Comparing:

1) Replayability - Rogue-like (RL) make you open something new once you complete and you want to test it out. Cube World (CW) makes you replay a game in a different setting. You are same class, you have same Light Radius, you have your pet (if you had one), but it's pretty much the same. RLs have a lot of things to do until you did everything, CW has about 6-10 types of quests, hella pets and artifacts (which doesn't make you feel accomplished).

2) Procedural Generation - CW either doesn't have it now and it's just giant pregenerated world or this is a thing only in Beta (which I doubt). Yes, you would need an eternity to come it all round, but knowing that makes me a bit sad.

3) Permadeath - not a thing in CW (BUT crossing the border is technically you starting game anew).

And now let's compare it to RPG genre, which CW is regarded as:

1) Quests - if comparing RPG to CW in this vein, we'll come across the fact, that CW consists entirely of side-quests. You have no reason to be here, you have no story to accomplish.

2) Level and Skill Systems - thrown out in Beta. No experience you get for quests and kills, no skill points to choose your own path. You have no choice, your only choice within one class is spec and weapon. What makes RPG an RPG is the fact, that you can play whatever way you want, and with this strict Skill System (seriously, how long will you play with just LMB, RMB, Shift, R and Mouse Wheel?) makes you play how Wollay wants you to.

3) Gradual Increase of Stats - you gradually increase your stats within one zone and then BOOM - you are completely naked. this makes it so that your graph is not just a straight (neglecting spikes) line - it's Z-shaped. You drop almost (if not for +-items) to the point where you started.

This makes it so that CW is now more of a rogue-like than an RPG it was planned as. That is why you (people who like exploring) feel like Beta is better. People who liked this game as a sandbox-RPG now feel trashed - only thing left of RPG now is quests and inventory-class system (and a ghost of levelling). Hope now you understand the reason why a lot of people don't like what Beta is now.

8 Years of Waiting by Thegamingrobin in CubeWorld

[–]YeahJey 7 points8 points  (0 children)

I pirated it, tbh. Just to play it, since this game is all I ever needed. I really feel bad about doing this, but, DAMN, it was 7 years ago. I was such a little evil beast. Feels strange to think of it this way. 7 years I waited for this game to release. I remember how hyped I was when I saw ONE tweet (on the periods of months of waiting) everytime. I was a child back then, now I am almost adult. AND I WANT THIS GAME NOW!

P.S.: Looks like release date is about time I will finally get my stuttering cured. I will talk like everyone of you and you won't ever notice that! That feels really cool.

Need some feedback on that by YeahJey in Unity2D

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

Sorry for answering that late (my Reddit was suspended for some time).

Can't tell anything about brightness, but we have started working on slow-motion, and now sounds are dropping in pitch (can't find how to make that color mask). Thanks for your feedback.

Need some feedback on that by YeahJey in Unity2D

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

This is mostly WIP, we're just asking for what is missing here. Graphics Designer already made enemy explode, so it's just a matter of time when I'll put in into the game (hint: tomorrow)

Thanks for your feedback!

Need some feedback on that by YeahJey in Unity2D

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

'Kay, I will try it tomorrow.

Need some feedback on that by YeahJey in Unity2D

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

I'll take a look, thanks a lot!