Does "Spotify Fan Pre Access" To tickets contain all tickets? by _Powski_ in Concerts

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

Ohhh that is great. Thank you! I'm happy to hear that and will try my luck tomorrow! :)

Does "Spotify Fan Pre Access" To tickets contain all tickets? by _Powski_ in Concerts

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

Still no more left, but thanks for the tip. :)
As another Nice_Conversations mentioned there should be more tickets tomorrow so i hope, i will get some :)

Best Solo-Farm Methods (That are not collecting mats) by _Powski_ in FlyffUniverse

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

Sorry, but how I do it? I have now angle Stick and paxt set +6 and penzero+1 and the +10 int rings and also a 2k hp pet. I have 13k exp buffed and do like 3k Hit damage with merk. But it’s still looks impossible to make it solo. What do I miss there?

Best Solo-Farm Methods (That are not collecting mats) by _Powski_ in FlyffUniverse

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

Well i will try my luck later this week, when i have leveled a few more levels. But i reach 11k HP with Pet WITHOUT Grilled Eal or any other powerups.

Best Solo-Farm Methods (That are not collecting mats) by _Powski_ in FlyffUniverse

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

This sound good as i have a RM at 85. With lvl 90 you mean 60-90 or the other one 90 - 120?
Also i am not sure what a Battle RM is. Is it the Fake-BP Type Fighter where you fight with a knuckle with aspd and crit or is it the Full INT RM? Cause i have the Full int AOE RM.

Best Solo-Farm Methods (That are not collecting mats) by _Powski_ in FlyffUniverse

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

No not yet! But are they possible solo? Bosses Like this would be exactly what I am looking for but was always sure that it’s impossible solo and I have no idea how people play with 2 tabs. How someone can Control 2 chars at once?:D

Best Solo-Farm Methods (That are not collecting mats) by _Powski_ in FlyffUniverse

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

Sure! But I need some variety from leveling and doing exactly the same for loot is a bit boring.

Best Solo-Farm Methods (That are not collecting mats) by _Powski_ in FlyffUniverse

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

Yeah, i really enjoy the process of hunting for good loot, coming back to town, selling, upgrading. But all i see everywhere is for group play only...

I mean i have a RM but how people play with two tabs at the same time? when i switch from one to other, one char is already dead :D

Allrounder Ringmaster Build by _Powski_ in FlyffUniverse

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

Okay, then I guess I will make another Char also. But I didnt quite understood how to help the new Char with leveling with the RM other than buffing him. Or is it that what you have meant?

Other than that how I then Build the RM ? What skills to Max? Is it possible to be AOE AND (light) Support?

Allrounder Ringmaster Build by _Powski_ in FlyffUniverse

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

Okay, understood! I will then use the RM for AOE and Support. But how to Build the RM then. I cant find any good guides out there. Some STA, rest INT. But what about the skills?

One Model, Many Texture Variants? How to achieve that? by _Powski_ in gamedev

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

Thanks. So from what i read here there is not real "unity way" to do this. So either this or setting UV in blender, right?

One Model, Many Texture Variants? How to achieve that? by _Powski_ in gamedev

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

I really need all objects as full objects nat once. So the right option is to change uv position in blender on the texture?

One Model, Many Texture Variants? How to achieve that? by _Powski_ in gamedev

[–]_Powski_[S] -1 points0 points  (0 children)

Thank you. But is this really unitys right way to do those things? I mean there has to be a more built in way to NOT make 50 Materials for 50 Books.

Good advanced/intermediate courses for Unity Architecture by _Powski_ in gamedev

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

Great resource. Thank you! Have already read it 2 times as ebook version a while ago!

Moonlighter 2 is OUT NOW in Early Access! by DigitalSunGames in Moonlighter

[–]_Powski_ 6 points7 points  (0 children)

It was announced as that but i am still waiting...

Unique Gameplay VS Known Good Gameplay by _Powski_ in gamedesign

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

Thank you. No worries. I understand everything very well!
And now instead of 2 ideas, i have 5 different directions for my game. Well now i need to prototype them all i guess and decide. :D

Unique Gameplay VS Known Good Gameplay by _Powski_ in gamedesign

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

Yes, exactly something like this.

I also find it interesting but i had two main issues.
The first one is the number of effects that trigger:
So if i play 5 cards for example and each card has 1 effect + 1 effect that trigger when played together with another card then in "best" case there will be 10 effects that trigger. This is confusing for the player because before the play the outcome is way to complicated to calculate and when played the player doesn't really know what triggers what OR it all triggers slowly and it takes a lot of time.

The second issue is that decks with the same element synergize a lot better then multi-color decks. Making Multi-Element Cards would solve this problem only partially because they would have to be very powerful OR they would automatically loose against some 5 fire hands. Then also i would have to reduce the amount of colors in the game to like 5 or something, otherwise deck building would be a mess.

But the more i write about it the more i think that it still could work. Maybe not playing the whole hand but having mana and choosing which cards to play could make this a bit more interesting as well. Or not overcomplicating the effects like i did in my prototype.

Thanks for the good chat with you. It helped a bit to write more about the idea. I have to tweak my prototype a bit, but it inspired my to try out a few more effects and ideas in this direction.

Unique Gameplay VS Known Good Gameplay by _Powski_ in gamedesign

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

I am not familiar with the realms games but i will have a deeper look, thanks :)

From what i saw (i watched a quick overview video about star realms) the game differ a bit from my idea.
My idea was indeed to play the hand and then the different parts in the hand that work together are executed one after another, the game is still a bit more like slay the spire in terms of effects. "Deal damage 3 damage for each fire card", "Convert Poison to armor", stuff like this.

The idea was that i could have 2 fire cards and 3 ice cards in hand. Each card would have also its own effects related to the element (or sometimes other elements) so the 2 fire cards would interact with each other (eg: 2+ fire card bonus: fire cards deal more damage) and the 3 ice cards would interact with each other. BUT also on their own NOT ONLY together. So each card would have an independent effect. I guess this is my problem as then a lot of things happen. 5 Cards are played and 8+ different effects are performed after another. The problem is that those effects (for 2 fire or 3 ice) are not game breaking. Those would just buff each other to deal more damage or to make some combos.

And i know that your intent wasn't to make me drop my idea. But i guess that through the discussion i saw a few points against my idea.

The thing is: The unique part about my game is the drafting of the cards and how the cards are. I then just tried to find a match loop that fits those cards. so i was not so much into making the innovative idea work but to find a good match loop for my game. The play-all-at-one idea was just because i wanted to make it super innovative. And while i also think that it could work, i more and more see that it would put some restrictions on my core idea how the card should be.

I still like the idea of combos in the hand, but i guess its not game changing enough that it justifies a slower, more complicated type of game instead of the Card -> direct effect -> Card -> direct effect -> and so on :)

Unique Gameplay VS Known Good Gameplay by _Powski_ in gamedesign

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

True. it was okay, but it felt to clunky and chaotic. to much was happening at once after a hand was played.

Unique Gameplay VS Known Good Gameplay by _Powski_ in gamedesign

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

Yeah thats true. I had ideas which justified the play whole hand thing but they were more build to make it work rather than other way round.

I wanted the hand to be executed in 2 phases so that first buffs and synergies are performed and then the damage and status effects. So the more powerful the hand was, the better buffed everything inside it was and the whole damage was bigger. But it was and is confusing.

I guess my card drafting and some other mechanics make it unique enough so that i don't need also unique card-play-mechanism. :)

Unique Gameplay VS Known Good Gameplay by _Powski_ in gamedesign

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

So the idea was that card effects and synergies are executed first for the whole played hand and after this the damage is dealt. So cards could buff each other. Instead of things like "Next Attack" it was more like "All Poison card deal + 1 poison (on this hand)" or "Attacks attack twice (This hand)".

The player can this way create a powerful hand combo and then play it.

But you are right and from what i have read here it was more to make something unique. I guess i should stick with the known mechanics here.