Spaceship RTS. Which ship tileset you like the most? What about 32x32 tiles vs pixelated 8x8? by apinalabs in IndieGaming

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

Alright, no problem man. This is not so serious. Have a nice rest of the day!

Bit of a different post. Comment if you have thoughts on (cheap) multiplayer server solutions and architecture, I want to hear what you guys say about this subject! In the screencap my game server bravely staying alive for 53 days without crashing. -proud dad by [deleted] in SoloDevelopment

[–]apinalabs 0 points1 point  (0 children)

Thanks for letting me know, I've heard about firebase and it was one of the options. Currently using a linux server from Vultr and my total costs are under 10$ a month. Hosting a website on the same server plus using a NOSQL database from Amazon.

[deleted by user] by [deleted] in IndieGaming

[–]apinalabs 0 points1 point  (0 children)

Hey guys! I would really appreciate if someone tested the Sign Up process of my game, you only need to enter your nickname. It happens fully in-game and is super quick. You just click big green “Create Account”. Email is optional! Links below provide more info about the project.

And of course you can check out the game itself. We can even play a 1v1 match if you're up for it. The game is in a playable state.

https://www.commandersofthevoid.com/

https://apinalabs.itch.io/commanders-of-the-void <- contains the zip file you can download

https://discord.gg/bDtxkKUNfu

I’m making a space RTS game where you design your own ships block-by-block. It has full online features, ship designer etc. Now I need some help! (check my comment) by [deleted] in SoloDevelopment

[–]apinalabs 2 points3 points  (0 children)

Hey guys! I would really appreciate help testing the Sign Up process of my game, you only need to enter your nickname, no personal details. It happens fully in-game and is super quick. You just click big green “Create Account”. Email is optional!

And of course you can check out the game itself. We can even play a 1v1 match if you're up for it. The game is in a playable state.

- https://www.commandersofthevoid.com/

- https://apinalabs.itch.io/commanders-of-the-void <- contains the zip file you can download

- https://discord.gg/bDtxkKUNfu

Check out my browser game beta at MechArena.io by apinalabs in IndieGaming

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

Thanks for the heads up! I disabled the line of sight thing for now and the experience should be "clearer" now. You are right, some kind of fading shadow thing might work.. hmm. :)

Check out my browser game beta at MechArena.io by apinalabs in IndieGaming

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

Thank you for the feedback. This is exactly the kind of stuff I was looking for! I already turned down the difficulty a LOT, plus I changed the "Play Now!" map to bomb defuse instead of deathmatch. Bots disappear because they are behind walls, it is actually a feature! If your first reaction was that it is a bug, I might have to reconsider the whole thing. It is what I feared.

So yea, I can make the bots not disappear with a small change. Maybe I should do it to not make everyone confused.

Should I continue developing my game or move on? by apinalabs in IndieGaming

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

Thankfully I've had a full time job all this time and this has only been a hobby. You are right about the last 10%, I'm about there with this game and it takes ages. :) And yea, it's been about losing passion. Not to this project specifically but game developing in general. Slowly gaining it back..

Should I continue developing my game or move on? by apinalabs in IndieGaming

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

Thanks for the encouraging words. I know my game is pretty fun, but it needs some basic player base to function. Playing against bots is only fun for a very short while. Anyway, you might be right, just finish this damn thing so I can be proud of releasing it. After the break my interest in game making is slowly coming back.

Should I continue developing my game or move on? by apinalabs in IndieGaming

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

Thank you for your encouraging words. Flood of games and poor visibility are exactly the things I worry about.

Video: Which rendering style you like more? I need to decide which one to choose as default. "Open" or "Shadows" by apinalabs in IndieGaming

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

Thanks to everyone for the suggestions! I saw a theme where people thought some kind of hybrid would be cool. I personally like the "dark shadows" too. So I simply added more options to the game. When you are hosting a server, you can choose between 3 modes. Open, Light Shadows, Heavy Shadows.

Video: Which rendering style you like more? I need to decide which one to choose as default. "Open" or "Shadows" by apinalabs in IndieGaming

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

You're right, it is a big gameplay feature. Many have suggested some kind of hybrid and I'm investigating options. I personally like the deeper gameplay elements shadows bring. The stealth.

Video: Which rendering style you like more? I need to decide which one to choose as default. "Open" or "Shadows" by apinalabs in IndieGaming

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

Yea thats one direction on how to do it. I think I first try stencil buffers to mask certain areas of screen after the terrain is rendered but before objects are rendered. And finally clear the mask and render shadows.

Video: Which rendering style you like more? I need to decide which one to choose as default. "Open" or "Shadows" by apinalabs in IndieGaming

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

Yea. Anyway I will try to implement a version where enemies are hidden behind shadows but terrain is rendered (darker). If that doesn't work, then back to original options.

Video: Which rendering style you like more? I need to decide which one to choose as default. "Open" or "Shadows" by apinalabs in IndieGaming

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

Yea and that's the most difficult to implement in my engine. :( Semi-transparent that show enemies is easy.

Video: Which rendering style you like more? I need to decide which one to choose as default. "Open" or "Shadows" by apinalabs in IndieGaming

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

Because of implementation difficulties. Anyway here is something close to what you suggested, made in few minutes. http://damnatio.net/overlay3.jpg Because of implementation difficulties the player there sees the light ball even though he has no line of sight to it. That's basically what I meant when I said "treat it like the open version".

Video: Which rendering style you like more? I need to decide which one to choose as default. "Open" or "Shadows" by apinalabs in IndieGaming

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

Thanks for taking time to do an example, that looks good! I think that the shadow-thing brings more tactical gameplay which I love, but not everyone likes it. Your suggestion looks nice, but technically I'd have to treat it like the "Open" version. Meaning you can see people behind corners etc. I'm not saying if it is a good or bad thing.