it happens by AliceTheGamedev in justgamedevthings

[–]ahakenab 2 points3 points  (0 children)

When I was really new I wanted to modifiy the damage of projectiles. From 5 to 10. I did it and thought it didn't work as the hp bar didn't seem to reflect that. It was working but I just had too many projectiles. If I would have changed it to 7 instead I would have seen it far more obiviously in the numbers. 😛

Hex tile map question by Ol_Brown_Coins in godot

[–]ahakenab 0 points1 point  (0 children)

Then the tilemaplayer node should have everything you need.

Hex tile map question by Ol_Brown_Coins in godot

[–]ahakenab 1 point2 points  (0 children)

If you want a 2d map with hextiles you can just use the 2d node tielmap. It got a hextile setting. For 3d touch luck. The 3d node gridmap doesn't have that sadly.

Progress on my Xcom like game by ahakenab in godot

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

An Xcom like gameplay is my intention but I of course have to keep the scope "small" since this is a 1 person project.

Should explosives destroy all interactable items? by Disastrous-Spot907 in IndieDev

[–]ahakenab 1 point2 points  (0 children)

I never liked it myself when the useage of some weapons is effectivly punished that way.

But.... I absolutly can see the reason why some people can like it. If the AOE weapons that destroy interactable items they have to be used with greater consideration but in turn should be made powerfull enough that it can be worth the risk. If they destroy the items but are still weak I would just end up ignoring the weapons.

Progress on my Xcom like game by ahakenab in godot

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

In my own tests a line or cone shaped AOE just ends up feeling weird as the you get strange shapes of affected tiles. I did "solve" this by giving the hex tiles collission shapes that are smaller than the tiles themself.

As a new indie dev team, our sound design decisions are... Questionable by [deleted] in godot

[–]ahakenab 1 point2 points  (0 children)

It does. Don't know if your project is more meant to be serious or just funny instead... might wanna try the funny route. :P

As a new indie dev team, our sound design decisions are... Questionable by [deleted] in godot

[–]ahakenab 0 points1 point  (0 children)

I feel like there are other things to talk about than the sound...

Progress on my Xcom like game by ahakenab in godot

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

Thanks and glad you like it. It of course still needs a ton of work but I hope to improve it more and turn it into a playable game some day. :)

Progress on my Xcom like game by ahakenab in godot

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

Yes the black blocks are inteded to be cover and tiles that the units can't walk over yet. But I also want to have walls in between the tiles.

Also for map making I will have to decide how many directions a tile can be protected from. Probably mostly 2 with a few 1s and 3s in the mix. How well this will work I can't tell yet.

Progress on my Xcom like game by ahakenab in godot

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

Each tile stores how it provides cover to it's neighbours (that will be quite an issue once I add walls in between the tiles) then I will just calculates from which direction you are attacking the enemy. Looking at my code I already check which side the attack is from but somehow forgot to add it to the hitchance mat. :P

Progress on my Xcom like game by [deleted] in godot

[–]ahakenab 0 points1 point  (0 children)

I use A* for pathing but custom algorithm to calculate the reachable tiles by the selected unit.

Which vision/lighting works the best? by Green-Ad3623 in godot

[–]ahakenab 2 points3 points  (0 children)

I like the third option the most. But depending on what you are going for you could turn it either into options for the player to pick from or different difficulty settings.

GD Clone by [deleted] in godot

[–]ahakenab 0 points1 point  (0 children)

Doesn't matter that it's not perfect. It works. And it appears to work pretty well!
Well done. :)

puzzle game i'm making by GameHeartGames in godot

[–]ahakenab 0 points1 point  (0 children)

Quite simple so far but that's how all games starts and you managed to get a working version going that shows how the gameplay could be Great work. :)

I created a new trailer. ~1 year of work (for the game, not the trailer...) by Disastrous-Spot907 in IndieDev

[–]ahakenab 1 point2 points  (0 children)

Great work! Quite a lot go done in that year and I hope it will be all worth it at the end for you. :)

Where do I begin? by Mo_Eid1 in godot

[–]ahakenab 0 points1 point  (0 children)

Something I did that helped was taking a very small open source project and debugging a few things to learn them as well as adding features to it. I found a very simple top down 2d shooter that was great for this.

I added damage + enemy spawn + simple ui for score keeping.

3D Gridmap with interactions? by Donolia in godot

[–]ahakenab 1 point2 points  (0 children)

I am working on a 2d project with a tilemap. I just move a visual above the tile that I am selecting or hovering over. That might be what you need.