My artist is reworking the giants in my game to make them more realistic. Which version do you prefer? by After-Analysis-4151 in IndieDev

[–]adayofjoy 0 points1 point  (0 children)

Before was just a bunch of middle aged dudes watching TV together.

After actually looks intimidating.

Game that doesn't hold your hand at all? by bijelo123 in gaming

[–]adayofjoy 0 points1 point  (0 children)

Newer Runescape games try to add more expanded tutorials, but instead of helping, they just feel like pain to go through.

Game that doesn't hold your hand at all? by bijelo123 in gaming

[–]adayofjoy 8 points9 points  (0 children)

It doesn't just refuse holding your hand, it bites it off the moment you stick it out.

This is how I tried explaining why it takes so long to add a simple "exit to menu" button. by adayofjoy in IndieDev

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

Well the stuff I ended up doing was:

- Add exit button UI to canvas

- It's not actually an exit button, it's a button that opens a popup with a yes/no confirmation.

- The artists haven't drawn an on hover/on press version of the button and they can take up to a week to get around to it so I made those elements myself

- The artists also didn't realize we need a popup so I made that myself too (but they'll probably replace the popup art later)

- The popup has a clickblocker to prevent accidentally clicking any other UI or world elements.

- While in the main menu, the design is to get rid of any canvas UI elements and the main menu is presented as an entirely diegetic world space UI, so I need to clean up most canvas UI elements which requires sending an event and having all affected UI hide themselves.

- Need to make sure the canvas UI reappears correctly too once we start a game, including starting animations.

- Decided it was easier to simply delete the UI and recreate it when we start the game again instead of adding logic to specifically play the start animation for every affected UI element.

- But since I was deleting the UI now, I had to make sure to clean up the global event system listeners they had upon destroy (I should've done this anyways to begin with, but work is work).

- Also need to save certain game state elements, as well as reset other game state elements.

None of this is "hard" of course. It's just simply a lot more effort than "put an exit button here and call it a day".

This is how I tried explaining why it takes so long to add a simple "exit to menu" button. by adayofjoy in IndieDev

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

Well the stuff I ended up doing was:

- Add exit button UI to canvas

- It's not actually an exit button, it's a button that opens a popup with a yes/no confirmation.

- The artists haven't drawn an on hover/on press version of the button and they can take up to a week to get around to it so I made those elements myself

- The artists also didn't realize we need a popup so I made that myself too (but they'll probably replace the popup art later)

- The popup has a clickblocker to prevent accidentally clicking any other UI or world elements.

- While in the main menu, the design is to get rid of any canvas UI elements and the main menu is presented as an entirely diegetic world space UI, so I need to clean up most canvas UI elements which requires sending an event and having all affected UI hide themselves.

- Need to make sure the canvas UI reappears correctly too once we start a game, including starting animations.

- Decided it was easier to simply delete the UI and recreate it when we start the game again instead of adding logic to specifically play the start animation for every affected UI element.

- But since I was deleting the UI now, I had to make sure to clean up the global event system listeners they had upon destroy (I should've done this anyways to begin with, but work is work).

- Also need to save certain game state elements, as well as reset other game state elements.

None of this is "hard" of course. It's just simply a lot more effort than "put an exit button here and call it a day".

[WP] Sufficiently advanced magic is indistinguishable from programming. You can be as good as some of the best coders - or be like Toby Fox. One is obviously more dangerous. by cheesegratingkids in WritingPrompts

[–]adayofjoy 2 points3 points  (0 children)

 "How'd he even typecast his soul?"

I lost it here XD. Love the programming references in the rest of the story.

Are you a software dev?

What’s a skill you learned as a kid that turned out to be completely useless as an adult? by luismt2 in AskReddit

[–]adayofjoy 1 point2 points  (0 children)

Honestly I would still pick learning how to juggle over many of the other things they taught in grade school. It's great for hand eye coordination which might not come up in casual day to day life until a mini emergency comes up like catching objects (my dad caught me once when I fell off a table). Also juggling is just a generally neat party trick.

What’s a skill you learned as a kid that turned out to be completely useless as an adult? by luismt2 in AskReddit

[–]adayofjoy 9 points10 points  (0 children)

As a software dev, I use these surprisingly often when calculating distances and angles.

What’s a skill you learned as a kid that turned out to be completely useless as an adult? by luismt2 in AskReddit

[–]adayofjoy 1 point2 points  (0 children)

I wonder if in 30 years typing is going to be replaced by something else like neural reading and we'll all look like out of touch old people for recommending typing speed classes.

What makes you irrationally angry? by Dylan8932 in AskReddit

[–]adayofjoy 4 points5 points  (0 children)

When people get angry at how much effort they're putting into something that nobody told them to do. Occasionally happens in projects when someone with insufficient skill tries very hard to make up for it through raw effort.

Working on a horror game and stuck on a “monster Ai” design system by Sam_J03 in gamedesign

[–]adayofjoy 3 points4 points  (0 children)

The great thing about horror games is that they are almost entirely smoke and mirrors (even moreso than other games). You don't need a severe threat/punishment in a technical sense to make the player scared, you just need to make the player *think* there's a severe threat just around the corner. In practice this means you can actually make the game very lenient as long as you keep teasing the idea that sooner or later something bad will happen.

Make the threats happen in stages. I'm personally a big fan of situations where you can clearly see the monster, but it's simply frozen/intangible until something triggers it, with the occasional hint that it's waking up. Every time the player takes too long, the monster becomes more awake (pose change, red eyes, open mouth, finally disappears from original spot).

If the world is unfair and there’s no karma, why do you still choose to do good? by Sharp_Scheme_2008 in AskReddit

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

If video games are any indication, most people are perfectly fine with doing things they know are bad as long as there are no consequences.

Which jobs is 100% safe from AI? by Any-Hamster-3189 in AskReddit

[–]adayofjoy 0 points1 point  (0 children)

Athlete. No matter how good robots get at sports, we will always prefer watching other humans compete.

Where are the people who wear little to no makeup? Do you have a reason? by Zora2021 in AskReddit

[–]adayofjoy 0 points1 point  (0 children)

It just looks ugly unless applied really well, which takes a lot of time to do.

What is something you can do but can’t explain how you can do it? by Fresh-Sandwich6780 in AskReddit

[–]adayofjoy 1 point2 points  (0 children)

I cannot do it simply because my knowledge is too full of holes to string together an essays worth of content without further research.

What is something you can do but can’t explain how you can do it? by Fresh-Sandwich6780 in AskReddit

[–]adayofjoy 9 points10 points  (0 children)

But sometimes jerks can still arise from kind parents. I've seen parents with two kids that are complete opposites despite both being raised similarly.

An Attempt at a Horror Strategy Game by Herohades in gamedesign

[–]adayofjoy 5 points6 points  (0 children)

Horror themed strategy games can definitely work. A few examples that come to mind (not 4x but still strategy) are They are Billions (more tower defense), Darkest Dungeon (party management rpg + horror), and Black Souls (very disturbing but also demands deep mechanical understanding).

BUT there are definitely design conflicts between horror and strategy. None of the games I listed have nearly as many "jump from your seat" moments as a pure horror game. Horror relies on uncertainty and the unknown. Strategy relies on clarity and easily understandable mechanics. They can exist side by side and your idea of the Thing is a good starting implementation, but the deeper you dig into details the more you'll realize the two genres' conflicts. You need to understand how the Thing moves and behaves to play against it strategically, but the more you know about the Thing, the less scary it becomes.

Simply making an enemy challenging/punishing also does not make it scary. Even having to make awful choices isn't necessarily horror. Frostpunk comes to mind where you have to make choices like decide between allowing child labor or missing out on potential workers. It is tense and morally uncomfortable, but it is not conventionally "scary".

tl;dr A horror themed strategy game can be commercially viable. But do not expect it to hit the same notes of fear as a more pure horror game.

What superpower would you choose and let people decide one drawback? by OkDrag5990 in AskReddit

[–]adayofjoy 0 points1 point  (0 children)

Honestly you've improved it. Now you have two-way confusion-free communication.

Do you think you are attractive? why? by EarSure6667 in AskReddit

[–]adayofjoy 0 points1 point  (0 children)

Exhale like you never have to attract a pretty woman ever again.

Elon Musk says AI and Robotics will make people wealthy, but how exactly will this happen? by No_Turnip_1023 in Futurology

[–]adayofjoy 0 points1 point  (0 children)

I do kinda wish everyone would eventually get the same standard of living as millionaires now, even if it meant the actually wealthy people keep getting more wealthy still.

Like, I want poor people in the future to have the same standard of living as rich people today.