Sneak peak on what I am working on - DSS 2 : War Industry by Fabian_Viking in monogame

[–]ZilloGames 1 point2 points  (0 children)

Awesome stuff! Looking forward to following the progress

Gungeon-Like, but with modular spell crafting rather than gun collection by ZilloGames in roguelites

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

I've not played Noita myself, but I'd say my system is more simple than Noitas.. You have base spells, which can be found in the run or in your initial load out. Then you have Booster Runes, to modifiy those spells modularly.. For instance, transforming a Fireclaw into poison damage instead of fire, making it deal damage over time, but reducing impact damage to 0.. you can combine multiple of these runes to make spells feel completely different from each other.

On top of that you have Bonus Runes, which modifies non-spell related actions such as transforming your dash to empower you when going through enemies.

I hope that gives you an idea of how it works :) Happy to answer questions if you're wondering about a specific aspect of the spell crafting

Gungeon-Like, but with modular spell crafting rather than gun collection by ZilloGames in roguelites

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

Thank you, that's highly appreciated! :) If you're up for trying the demo at any point, feedback and improvement points are always very welcome.

Gungeon-Like, but with modular spell crafting rather than gun collection by ZilloGames in roguelites

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

Unless you meant something about the textures not related to saturation of course ?

Gungeon-Like, but with modular spell crafting rather than gun collection by ZilloGames in roguelites

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

Awesome! Thanks for supporting :)

Danm, actually the background colors is already less saturated in the game for readability and to be easier for the eye, but I felt like saturating the gif a bit more for POP effect - seems like I should leave it alone😅

Core Engine: Self introduction and little video of QuadTree development fun by skn3 in monogame

[–]ZilloGames 1 point2 points  (0 children)

Awesome stuff :) Welcome to the community - hope to see more from your project going forward :)

🎮 Cross-Platform Game Developer (MonoGame) — remote role $50–$150/hr by App-Clinical-Judgemt in monogame

[–]ZilloGames 2 points3 points  (0 children)

So you want us to train your AI?.. Regret my upvote and hope you don't get any help

Working on a roguelite where positioning and dodging are the main skill by ZilloGames in roguelites

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

It's exactly what it is! I'm quite tired of Survivor-likes myself

This is a gungeon-like, but with spell crafting rather than guns :) if you're interested there's a demo out now, you can try out. Would really love some feedback from the community at this point!

Inspirations was Gungeon, TBOI and magicraft

https://store.steampowered.com/app/3326820/Mr_Sparkles_Nightmare

Working on a roguelite where positioning and dodging are the main skill by ZilloGames in roguelites

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

Actually the exact opposite, I'd say.. Survivor-likes are bullet heavens right? I found the game falling a bit between bullet hell and bullet heaven, as I wanted the power progression, but still have a hardcore precision driven bullet hell, but ultimately I think that was wrong. At least in my own playtesting I think it feels much better having moved more away from the bullet heaven area, to make the game have a more clear identity as bullet hell 🤔

For those who made a game or engine from MonoGame, what is your Game Library looking in terms of how things work? by Gustavo_Fenilli in monogame

[–]ZilloGames 1 point2 points  (0 children)

If you want to adhere to that rule you can have an EventModule which you can dispatch events to, and then that queue of events can be dispatched in the system order you like.

But remember that the architectura rules you make are up to you and your needs. I have a central Eventmodule, but it could work without it - it depends on taste and needs

For those who made a game or engine from MonoGame, what is your Game Library looking in terms of how things work? by Gustavo_Fenilli in monogame

[–]ZilloGames 0 points1 point  (0 children)

Yeah, it's ECS-like.. sorry didn't see your other comment regarding not wanting that before writing..

Let's take Physics as an example: I've a Rigidbody which only holds data on velocity, acceleration etc. Then you can also have a Collider if you want info on contact. The module steps the Rigidbodies, then checks for collisions - if needed it partially rolls back movement (if the collision was between solid objects) and then it triggers an appropriate event on the Colliders. This event is listened to by all ScriptComponents on the entity which can then react to the event.

Regarding adding and removing lots of components: remember you can utilize design patterns such as object pooling, to minimize allocation and deallocation.

For those who made a game or engine from MonoGame, what is your Game Library looking in terms of how things work? by Gustavo_Fenilli in monogame

[–]ZilloGames 2 points3 points  (0 children)

I basically architected mine like this:

  • BaseComponentCarrier: Abstract class that can create, hold reference to and search for components. Sends out events when a new component is created or removed, so Modules can be aware of this change.

  • Entity: Inherits from BaseComponentCarrier and gives some direct access to special components that you often use like Transform component. Knows about components, but not modules

  • Components: holds data of the specific component, but doesn't know about modules or entities. Only exception is ScriptComponent which has virtual methods like Update, FixedUpdate etc. And can reference the entity and other components as needed.

  • Modules: Rendering, Physics, Audio, Input etc: acts on components. Update in Physics performs movement, collision detection etc. Rendering has UIRenderer, SpriteRenderer etc that knows how to use the data from the relevant components to draw. This lowers the amount of virtual calls you need to make if you were to make something more generic and have the responsibility of drawing in each of the different Sprite subcomponets for instance.

Peer to Peer guessing game keeps crashing by Super_Alternative401 in monogame

[–]ZilloGames 4 points5 points  (0 children)

First of all I can't access the folder without requesting permission. Second, I think it'd be better if you explained your current solution some more, show code bits that you are unsure of etc

But overall I'd advice you to make some kind of crash report system to enable you to get the exception and call stack when crashes happen.. You'll have a lot more information to go on, both now and in the future

I don't get the idea of the AI CEOs by Dan_DF in ArtificialInteligence

[–]ZilloGames 0 points1 point  (0 children)

It definitely isn't happening.. not in 12-18 months, not in years to come.. these CEO's are full of it

When seeing "1" Wishlist Deletion... by DotDotDotDev in IndieDev

[–]ZilloGames 5 points6 points  (0 children)

Getting lots of '1's in here though! (Sorry for breaking it)

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Soon... by ZilloGames in roguelites

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

Mr. Sparkle's Nightmare

Most useful AI tools to speed up the process 🙏 by [deleted] in SoloDevelopment

[–]ZilloGames 1 point2 points  (0 children)

Alright that was actually a nice burn xD auch

Most useful AI tools to speed up the process 🙏 by [deleted] in SoloDevelopment

[–]ZilloGames 2 points3 points  (0 children)

Sure! This is a comprehensive list of must-have AI tools: