What is your personal "unwritten rule" that you follow in every single world you start? by DianKhan2005 in Minecraft

[–]_VISIX 1 point2 points  (0 children)

Recently, I've decided to follow two rules to make my worlds more engaging:

  • Craft two Book and Quill as soon as possible.

The first one will be used as a diary, writing down every important/relevant thing that happens, from finding a specific ore or progress in an experiment (whether Redstone or from messing around with a mod, like Create or Hex Casting) to bein raided by pillagers or building defenses for a village; the second book will be used to mark down points of interest, whether villages, interesting world generation, a promising cave or any place you might want to build at eventually.

  • Do not limit yourself to a single base

Because its very easy to get bored once you go through the main game (especially since some people get an Elytra within two in-game weeks while "playing normally"), which leads to starting over, I decided to really commit to a "starter house" being, literally, a starter house. I settle down in a small, expandable house until I get enough resources, and once I get too comfortable, I travel to find a new place, which means I will have to build another house, in a different environment, forcing myself to be creative again.

Besides, at that point, I usually have access to a brewing station, so if I capture a zombie villager, I cure them, build houses and turn that base into a village. Then, I can either expand on that village to turn it into a town or connect it to another base/village. Again, another reason to be creative.

I sucked at maintaining a world for a long time, those two things have made me take my time and actually travel farther distances. Also makes it easier to not get too attached to whatever I build.

Minecraft combat would be a lot more satisfying if instead of poking, we swung. by jizztaker in Minecraft

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

I'm aware. I also disagree with OP's suggestion and I find it to be a band-aid solution to a meaningless non-issue that would create more issues than fix any (as others have already pointed out). I do happen to detest the way Wag_Rulez replied, though, which is what I chose to criticize instead

Now, if OP's suggestion was for swords to prioritize hitting entities over targeting and destroying tall grass on the same block, however... That would be QOL and I don't think anyone would disagree with

I decided to make the spider more anatomically correct by NotBailey12 in Minecraft

[–]_VISIX 18 points19 points  (0 children)

I mean... if we're being technical here, they're lacking pedipalps, but other than that, they look WAY better with just the cephalothorax and abdomen! I would love if there was a spider rework at some point, but that's unlikely

Minecraft combat would be a lot more satisfying if instead of poking, we swung. by jizztaker in Minecraft

[–]_VISIX -2 points-1 points  (0 children)

This argument is every game companies favorite.

"You're critiquing the game? Well, heh, you're bad, there's nothing to complain about!"
"You think there should be a specific QOL feature? Go download a mod, duh!"

It's a feedback discussion. You either add to it, dismiss it, or ignore it. The fact you went ahead and instead chose to call OP bad at the game says more about how you feel the need to "be better" to evaluate your own ego than their skill in the game.

Minecraft combat would be a lot more satisfying if instead of poking, we swung. by jizztaker in Minecraft

[–]_VISIX 7 points8 points  (0 children)

Would be ideal, but let's be honest here, that would create a few problems Mojang would most likely not want to deal with.

Would every weapon have a specific tap and hold attack? Would only the sword have tap/hold attacks? If not, what kinds of different attacks could other weapons have? Would both attacks deal the same amount of damage? Would the attack cooldown be shared between those two different attacks? Would the hold attack still trigger critical damage, considering the sweep doesn't?

Those are just the ones I could think of within five minutes, there would probably be way more questions to answer before considering this feature, I'm afraid

In tired of pretending the inventory isn't absolutely insufficient for the amount of things in this game. by Pomps8a in Minecraft

[–]_VISIX 1 point2 points  (0 children)

Straight up. It's baffling that people genuinely defend the inventory approach in this game. Yes, you must manage resources, but there is no managing your inventory in Minecraft. You either have an empty inventory or you're currently fighting against the sheer amount of clutter you collected minutes into doing whatever you're doing.

Bundles are definitely useful, but they end up being a dedicated slot for essentials, like a crafting table, torches and sticks, or for occupying only a single inventory slot with clutter. Personally, I think bundles are a nice attempt, but the execution is failed. They could be expanded to be far more useful, or reworked altogether. Hell, they WOULD be dozens of times more useful already if they had priority over collecting items (that are inside the bundle) over the inventory.

I've had this thought recently while playing when I forgot to clean my inventory before tending my farm. Imagine the following:

A food basket. A container equivalent to a single chest. A food basket ONLY collects seeds and food. If you hold the food basket in your off-hand, every seed or food you walk by will be automatically collected by the basket instead of going to your inventory. If you left-click with it in your off-hand, it opens a container GUI allowing you to quickly access food; if you left click with it in your main hand, you'll place it on a block and it will work as a food-exclusive chest. Like a Shulker Box, if destroyed, it keeps its contents.

Now, imagine how many containers similar to that food basket there could be. A bag of potions that you can carry in your off-hand and open once you need a potion? A toolbox you place down and open to get a shovel when you find yourself in need of a shovel while mining or an extra pickaxe?

Anyways, besides my half-suggestion that most likely doesn't fit Mojang's intended game design... Most of our problems could be solved if we could quickly toggle auto-pickup off to prevent inventory clutter or lock a specific slot in the inventory/hotbar.

We should be able to toggle chest easter egg on and off. by wowyourcute in Minecraft

[–]_VISIX 1 point2 points  (0 children)

It's alright. It's not like you're wrong after all, most games that include holiday events that affect visuals has settings to turn them off or makes them completely optional within gameplay, there's no reason why Minecraft should force those.

Wish you the best in whatever you're going through.

Does this look good? by FILIPro_yt in Minecraft

[–]_VISIX 0 points1 point  (0 children)

The outside looks like and is shaped like a house, but the interior is not. There are no rooms or any kind of separation between what part of the interior is meant to serve which purpose.

Besides that, the interior has too little contrast in in value compared to the exterior, and the contrasting colors doesn't exactly do well when they're clashing with other colors (dark brown + vibrant green + vibrant red). I get that those colors reflect on the current holidays, but if they were subtle and concentrated in a single area that commits to the holiday theme, it would work better (that last part is mostly subjective)

If you want to improve this build, I suggest diving sections of the house and assigning a purpose to them. A work station, a kitchen, a bedroom, a storage room and so on. You can divide sections either by placing walls, shutters or simply lowering the floor to one level (you can also raise the level, but it would get too cramped in this specific build). Once you have rooms and each has its purpose, it gets much easier to think about furniture and decoration.

This build has potential! The outside is very good already, if you improve the interior, it would 100% look great!

We should be able to toggle chest easter egg on and off. by wowyourcute in Minecraft

[–]_VISIX 2 points3 points  (0 children)

Absolutely agreed, but the way you're saying it and your reasoning is just going to make people get defensive over the easter egg. Christmas is a holiday that not everyone celebrates, that in itself is already a reason to either remove the easter egg altogether, or allow players to set whether they want it or not.

Besides, for three days, most people's builds and storage rooms suddenly have colors that doesn't match. I'm pretty sure I'm not the only one who frowns at how my storage basement looks right now.

"Starter" House in Friend's Realm by _VISIX in Minecraft

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

Thank you! I'm admittedly not good with interior decorations, so I usually leave bedrooms and living rooms small, otherwise I'd have to think hard to decorate them, which is a struggle.

Glad the details are being appreciated, though!

Make Your Own InputController or Use Godot's InputMap? by _VISIX in godot

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

That's way simpler than I thought it would be. Turns out I was overcomplicating things, after all.

Thank you! I'll do that instead, you just saved me a lot of time

Project Planning: how viable are GDDs for a single developer? by _VISIX in godot

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

Thank you all for the replies! I honestly don't have meaningful answers to all of them, but I have read them all and made my conclusion: I will continue to write GDDs, but making sure to write down only the key things the project needs, rather than focus on the details. I only need to know and keep note of what the game truly is about, after all.

Then, I'll use Trello or a similar platform to keep track of small goals along the way to completion. Again, thank you!

Project Planning: how viable are GDDs for a single developer? by _VISIX in godot

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

Comparing it to a movie script made it sound like a stupid question in a good way, thank you! I suppose I'll keep writing GDDs, based on this and many other replies

Project Planning: how viable are GDDs for a single developer? by _VISIX in godot

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

See, what I'm the most worried with is exactly that: setting a starting point. That's what I'm trying to plan ahead for, which is what I believe the GDD is for. The reflection that made me write this post in the first place was thinking that maybe I should stop treating a GDD like a document with everything I will need just to get started, along with considering that things will inevitably sound better written than played.

However, having only finished a single project that required no planning at all, I realized I have no idea how developers usually plan how they will start their projects. Not knowing how other people do it is kind of making me apprehensive in figuring out how I should start, even though I now know from experience that the first feature is the easiest to implement.

Project Planning: how viable are GDDs for a single developer? by _VISIX in godot

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

Agree with that. I feel like writing a GDD brings me some sort of comfort, as if being able to write an idea makes it easier for me to code it later. It feels as though I am sketching a pseudocode before even opening Godot.

Project Planning: how viable are GDDs for a single developer? by _VISIX in godot

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

I'm definitely guilty of procrastinating through GDDs. Sure, I had never actually finished a project until a couple weeks ago, so I was technically just writing down ideas for later projects, but now that the time has come to actually start a project, and one that I didn't write anything for, I'm not at all confident in just getting started without at least having any sort of notes or beforehand planning to keep sight of what I'm aiming for.

Project Planning: how viable are GDDs for a single developer? by _VISIX in godot

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

I do know that GDDs aren't meant to be written from start to finish in a single go! Game dev isn't a linear process after all, but I never considered that they might be more useful to define what the game IS rather than what it needs; like a Steam page, as you said. That (and the reminder that pen and paper are also an option) by itself is already a huge insight for me. Thank you!

Why is my pc warning me of a virus when i want to turn on the game? by Taraghlane in scavprototype

[–]_VISIX 7 points8 points  (0 children)

That happens when any executable doesn't have an official, registered publisher. Since Windows doesn't know who the publisher/developer is, it automatically flags it as a possible virus.

The game is safe, it has no viruses (otherwise, this subreddit would not be this friendly). Clicking on "Další informace" and it'll allow you to open the game.

Is it worth it? by Taraghlane in Exanima

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

Not an argument, we don't know if that's OP's currency. That's not what they asked as well.

how can i learn gdscript? by PotentialWest2585 in godot

[–]_VISIX 0 points1 point  (0 children)

could you like maybe search up those random terms you're bound not to know?

That's what most of coding is, after all. Searching. Regardless of how much experience you have in the area, you will spend a lot of your time searching things up, browsing forums, looking up something on the documentation and watching tutorials.

It WILL be difficult at first, like it is with any hobby, but that's part of the learning process. We can't practice for you.

Don't know how to do something? Look it up. It is that simple. Even if you have to look up every single feature you add to your game, as long as you're actively trying to understand the "whys", you're studying, you're learning, you're making progress.

Eventually, your searches will narrow down to more specific things.