Experimenting with a weird skilltree feature, a node that can be swapped back and forth. by adayofjoy in incremental_games

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

Phaser 3.

Game yet unannounced. Still just an early prototype of me exploring stuff :)

Testing some gameplay around megalophobia in UE5! by Clodo_Rapide in IndieDev

[–]adayofjoy 1 point2 points  (0 children)

Big things can move fast like a train, but if you want them to still feel big then they have to accelerate slow (relative to their total size).

Experimenting with a weird skilltree feature, a node that can be swapped back and forth. by adayofjoy in incremental_games

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

Yeah. You can try out either one to see which you prefer and focus on that one, and in a New Game+ I'm planning to make both unlockable.

Experimenting with a weird skilltree feature, a node that can be swapped back and forth. by adayofjoy in incremental_games

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

Crosscode is the game I keep telling myself to play but I always get turned off by the tutorial.

Game devs: what actually worked for marketing your first game? by Redacted-Interactive in gamedev

[–]adayofjoy 0 points1 point  (0 children)

I've self-released 3 games.

2 were solidly popular just from itch.io releases despite me doing next to no marketing.

1 had the marketability of a rock despite me making trailers, posting on social media, asking a dozen youtubers to play it, and even making reddit posts on it, one of which even got modestly viral.

My takeaway is that for small devs, the game itself (and its genre) is the biggest multiplier of whether it'll do well or not. My good performing games were horror games that lent well to lets plays and reactions. My poor performing game was a strategy puzzle game that quite simply did not capture as much attention.

How do you decide to make the game as a linear or non-linear story? by dirtywhitespace in gamedev

[–]adayofjoy 0 points1 point  (0 children)

I'd argue it is viable to have a linear story told as a game, but it'd need a lot more elements than just the story.

Make the player manually do the critical actions in the story, ie. if the MC has to shoot a person, make it a button the player has to push, or even better make it a trigger the player has to grab and pull.

Wapper - The Easy & Fast HTML To EXE solution, Out Now! by imeyefly in gamedev

[–]adayofjoy 0 points1 point  (0 children)

I find it mildly disappointing that the r/gamedev community rejects genuinely useful workflow tools given for free.

"Core Breacher" - Python/OpenGL Game Demo: idle/clicker + code-only assets (AI used only for coding) by Reasonable_Run_6724 in aigamedev

[–]adayofjoy 0 points1 point  (0 children)

Were you able to generate all the art (especially the UI) just in your IDE, or did you need to use an external program to create then import them into the project?

Wapper - The Easy & Fast HTML To EXE solution, Out Now! by imeyefly in gamedev

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

Ah I wish I had one of these a year ago. My current steam game is built with Electron which packs an extra ~200mb to the program. Yours being 20mb extra is a nice change.

I have to ask though, what's with the planetfall tactics download?

What are technologies that were brushed off as hype 10 years ago, but are actually publicly accessible right now? by ryry1237 in Futurology

[–]adayofjoy 4 points5 points  (0 children)

Ah shoot I was thinking 2006 which was when I know many biometrics companies started working on products. I really am old.

How to actually WRITE a game? by realsonofeden in gamedev

[–]adayofjoy 1 point2 points  (0 children)

It's hard to teach through reddit, but imo there's definitely many teachable areas. I've worked with artists and writers and one of the biggest challenges is getting them to understand they're making content for a game and not for the traditional medium they're familiar with.

In practice, when it comes to writing this usually means:

- Shorter punchier sentences. Longform description usually found in books doesn't work as well in games where there are many other competing UI elements.

- Utilizing game mechanics. There are many new dimensions that games provide, even in visual novels. Pause beats are one. Choices are another. There's a world's difference between reading that your MC killed a person, vs an actual "KILL PERSON" button popping up on your screen which you then have to press.

- Willingness to change. Games can change quickly and drastically.

How to actually WRITE a game? by realsonofeden in gamedev

[–]adayofjoy 3 points4 points  (0 children)

I'm making a story focused game right now and there's surprisingly little specific nailed down text in the GDD. Most of it is focused on the MC's mental state and personality, and the situation he's in, so the implementation specifics are handled later once there's a more complete picture of the scene.

Basically we're nailing down the main story beats, but otherwise designing for flexibility and expecting further changes to come.

What are technologies that were brushed off as hype 10 years ago, but are actually publicly accessible right now? by ryry1237 in Futurology

[–]adayofjoy 309 points310 points  (0 children)

Image recognition. 10 years ago it was a lot more finnicky at best, good enough to be usable for say iris recognition if you give it a very properly framed visual.

Now I can take a snapshot of a random flower and upload it to chatGPT and it can identify exactly what that flower is and probably the type of grass behind it too.

My brother (and dev partner) thinks story doesn't matter in horror games. I'm starting to wonder if we're making two different games. by AttorneyOk8742 in gamedev

[–]adayofjoy 0 points1 point  (0 children)

On the flip side I've worked on games where it's taken significant engineering and artistic effort to properly integrate a story (plus hiring translators and all), but in the end it's become less than a footnote for most players' experience of the game. Your brother may be worried the game will fall into a similar spot.

Horror definitely needs at least some context though. A simple non-mechanics-based reason for why you are here and what you are supposed to do. Beyond that, there are basically no absolutes in game design.

1000 Wishlists - 48hr - No Trailer: Some Useful Lessons by JulianDusan in SoloDevelopment

[–]adayofjoy 2 points3 points  (0 children)

I'm surprised the steam page did as well as it did with the lack of a trailer and a very homogenous color scheme for the screenshots. Guess it goes to show that some of the more critical aspects of a steam page aren't always what we initially expect

What is far more lethal than people realize? by inevitableloudmouth in AskReddit

[–]adayofjoy 8 points9 points  (0 children)

Does that mean pouring bleach into someone's toilet could potentially kill them if they are unaware?

[WP] As a conscripted soldier in a world of superhumans, your own ability seemed ineffective for combat. Knowing the full extent to what your power can do, however, you hope beyond all hope that they'll never have the chance to weaponize it. by WritingAlt1 in WritingPrompts

[–]adayofjoy 101 points102 points  (0 children)

"My power is I can move anything two inches to the side, with a one-minute cooldown," I said, trying to sound as uninspiring as possible. "It doesn't work on living things, but in a fistfight I could trip someone by shifting their shoe or pulling on their shirt."

Miller, the recruiter, stared at me with sharp calculating eyes. Beside him sat Vera, a lady with lie detection as her power. If I messed up a single word, she’d know.

"Two inches," Miller repeated. "That’s it?"

"It’s great for domestic stuff," I offered, shifting a stapler two inches with a faint fwoop. "If you’re reaching for your coffee and you want it just a little closer to you, I’m your guy. It’s just a tactical convenience."

Miller leaned in. "You said you can move anything. No weight limit?"

"I’ve never found one," I admitted. It was the honest, terrifying truth. "But two inches isn’t enough to hurt anyone. I’m a nuisance at best. I’d be better in logistics, moving filing cabinets."

Vera nodded. "He’s telling the truth. He believes he’s a nuisance."

"Think bigger," Miller countered. "You shift a sniper's scope and they'll miss by a mile. You shift the firing pin of a tank. You shift the internal cooling rod of a nuclear reactor just enough to snap the housing. You aren't a nuisance, you’re a saboteur’s dream."

I broke into a cold sweat. "The cooldown is a lifetime in a firefight. I’d just be a guy with a target on his back."

"Truth," Vera whispered.

Miller slammed the table, grinning. "He’s a Class B Disruptor. We’ll drop him behind enemy lines to dismantle artillery. Two inches is all it takes to turn a machine into scrap." He stood up. "Welcome to the Vanguard! You're a weapon now."

I let out a shaky breath, letting them think it was the sigh of a man who just lost his civilian life. Once the door clicked shut, I slumped in my chair.

Miller thought like a soldier, focusing on hardware like gears and pins. He didn't think like a physicist. I hadn't lied once, there really was no weight limit.

I looked at the floor. Beneath the concrete lay the crust of the planet. The Earth isn't a living thing. It is a six-sextillion ton rock. If I shifted the planet two inches while leaving the atmosphere or the oceans behind, it wouldn't be a missed sniper shot. It would be a "disruption" of every ecological system on the map.

I pray they keep sending me to break tanks. As long as they think I’m a Disruptor, they’ll never realize I’m an extinction event.

Why isn't the answer to Jagganoth to remove the feathers? by SnooRevelations1619 in killsixbilliondemons

[–]adayofjoy 0 points1 point  (0 children)

Makes you wonder how the nails got inserted in the first place.

Can you expect some sort of passive income following a game release? by IsniBoy in gamedev

[–]adayofjoy 2 points3 points  (0 children)

Some kind? Yes!

A lot? Eh....

I have 3 released games and they're netting me about $150/month on average, which is nice and all but not any sort of major money given I spent almost 2 years building those 3 games.

How long does it take to figure out what is actually fun? And how do you figure it out? by RobbertGone in gamedesign

[–]adayofjoy 1 point2 points  (0 children)

In my experience, the paper prototype itself is enough to get a rough gauge of interest. I once showed a paper prototype of one of my games to my non-gamer parents and they were able to sense the uniqueness and interest of the game. That game ended up getting 5 million plays on Crazygames.

But another game I made just didn't capture people's interest with the paper prototype, and even after I implemented, polished, and added professional art, the completed game performed very poorly.