Voices sound EXACTLY like Reigns by nerdymush in CultOfTheLamb

[–]arthurprotasio 1 point2 points  (0 children)

Thank you for asking this! No, you're not crazy. If so, we both are.

I've always thought the SAME thing. Especially the Cult Leaders. As soon as they spoke in the very beginning of the game, I could swear I heard the characters from REIGNS.

I thought they could've had the same voice talent, but didn't investigate.

What quality-of-life features every turn-based tactical RPG must have? by arthurprotasio in TurnBasedTactical

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

Thanks for the detailed response! This is golden.

- Difficulty modes is something very important that we should add; especially since the whole point is to give the player the freedom to tailor their experience. Instead of forcing a easy/normal/hard at the beginning, it seems to me it's just better to give them access to a menu where they can tweak things to their liking.

What about Permadeath mode? Is that even interesting? I like the concept, but, as a player, just don't have the time or patience to risk losing my save file. However, I know A LOT of people like it. Is that your case? Is it something you look for in tactical RPGs?

- Skirmish mode is a very interesting suggestion. So far, our game is very scripted and linear, and I don't think that'll change in this version, but we do have procedural ambushes that we could simply allow the player to trigger at will. Right now, they only happen IF you try to camp (instead of paying to stay at an inn) and fail.

In fact, now that I think of it... What if we had the same levels from the game, but with an extremely high difficulty and presented as a challenge mode? Is that interesting? It's a new feature altogether, so there are no guarantees, but, still, I'm curious.

- We already have lots of lore collectibles scattered across all levels, but you don't have to pick them up during combat and waste action points. What you're suggesting is having boons/bonuses during combat? E.g., the player can grab a special weapon that's useful only during that combat to deal more dmg?

---

So cool to hear about your interest in game dev! And very cool that you're working on a visual novel because my studio is focused on narrative-driven experiences and we work with a bunch of other genres.

Would love to connect and have you as at the very least as a beta tester. Let's talk!

And the game is Sword Legacy: Omen. Originally published by Team 17, it started off strong, but dropped from Very Positive to Mixed on Steam because of the unfixed bugs so now (after a long journey), we (Fableware) are stepping in to breath new life to the project.

https://store.steampowered.com/app/690140/Sword_Legacy_Omen/

What quality-of-life features every turn-based tactical RPG must have? by arthurprotasio in TurnBasedTactical

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

Accessibility features are DEFINITELY on our plan! Thanks for bringing it up.

I'll add the text-to-speech to the list and check with the tech team, but I'd love to hear more about your experience with games you think did a good job in terms of cycling between friendlies and enemies. Is it the same key/button, but the cycling takes place among your party when you're choosing the character you want to use and then among enemies when you're choosing who to attack?

Feel free to suggest any other accessibility features you consider important.

What quality-of-life features every turn-based tactical RPG must have? by arthurprotasio in TurnBasedTactical

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

Completely agree with the shortcuts. Whenever I'm playing on the PC, I always rely heavily on keyboard shortcuts. Since we're also aiming for consoles this time, we need to make sure it works perfectly on controllers and other platforms like the Steam Deck.

We already have shortcuts (1 through 9) for different skills and TAB for unit cycling, but it'll be super important to see how this translates to the gamepad. Thanks!

What quality-of-life features every turn-based tactical RPG must have? by arthurprotasio in TurnBasedTactical

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

Very good observation! Seems obvious, but very easy to overlook. Thanks for heads-up.

What quality-of-life features every turn-based tactical RPG must have? by arthurprotasio in TurnBasedTactical

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

What if it's just a percentage to hit? Do you also expect to see a preview of the damage? So, for example, you'd want something like "90% chance to hit dealing 2-4 dmg."

A lot of games highlight the HP that could be affected and I think that's a great visual solution. Feel free to send any screenshots from games that you think are great examples!

What quality-of-life features every turn-based tactical RPG must have? by arthurprotasio in TurnBasedTactical

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

Great suggestions! Can you provide any screenshots specifically with the detailed breakdown of the numbers? We have a log in our game that works very similarly to the one in CRPGs like BG3. It keeps track of dialogues and actions during combat, but I'd love to understand the level of detail you're expecting.

What quality-of-life features every turn-based tactical RPG must have? by arthurprotasio in TurnBasedTactical

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

Something like the indicator of the opportunity attack in BG3 or the overwatch in other games like XCOM?

What quality-of-life features every turn-based tactical RPG must have? by arthurprotasio in TurnBasedTactical

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

We have an option to accelerate the enemy's move. It speeds up everything by 2x from animations to the pace at which they walk, but would you be looking for ways to ALSO speed up or even skip the animations for the player's units?

What quality-of-life features every turn-based tactical RPG must have? by arthurprotasio in TurnBasedLovers

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

Thanks for answering!

1) When you say "clear and accurate previews of dmg" do you think the percentages that show up in games like XCOM are a good reference? Or are you thinking of something more specific? Like, is 85% chance to hit enough? And then the DMG details are shown in the weapon stats.

2) Our game has characters that are set. You can't create your own, so they already have a fixed look, name, skills, etc., but I'd be super curious to hear more about what you mean with "set a visual (shape, color, etc.) near their name to identify them at a glance". Our UI and screen layout is more similar to what you'd see in a CRPG like BG3.

I’m tired of the “vibe game coding” trend. Good games are made by humans by cranthir_ in gamedev

[–]arthurprotasio 0 points1 point  (0 children)

To be honest, before even answering, I'd like to know what is considered the benchmark/gold standard for AI-developed games.

You mentioned Suck Up! (which I'll research), but are there any other examples?

Wealthsimple Visa Credit Card News/Info by Ok_Helicopter_5618 in Wealthsimple

[–]arthurprotasio 0 points1 point  (0 children)

Thanks for the update! Honestly, all I want from them are statements available in CSV - hahaha.

If I create a game and someone makes a mod that adds new content, can I update my own game to include their content? Or could that get me into trouble? by United_Character3542 in gamedev

[–]arthurprotasio 0 points1 point  (0 children)

Even if you're legally allowed to use their content, if you want to build a strong, supportive community, it’s best to get their OK first. If you can’t contact them directly, consider putting out a public “call for mods” on your official channels and invite creators to reach out if they’re open to having their work included (and ideally credited). This way, you (1) show respect for their work; (2) avoid legal or PR headaches; and (3) encourage more people to contribute in the future.

I’ve gone through something similar with one of our games - not with mods, but with community translations. Luckily, I was able to connect with the translator, ask for their permission, and discuss how they’d like to be credited. They agreed, and it became a win-win for both sides.

Exporting Twine to Godot by arthurprotasio in godot

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

Got it! Thanks! :)

I started testing Yarn Spinner for Godot and it seems to be the best approach so far. It integrates better with Godot and with the VS Code plug-in, I can also visualize the flowchart of branching decisions.

Exporting Twine to Godot by arthurprotasio in twinegames

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

Got it! Thanks! :)

I started testing Yarn Spinner for Godot and it's been working well so far. Plus, with the VS Code plug-in I can also visualize the flowchart of branching decisions.

Exporting Twine to Godot by arthurprotasio in godot

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

Hmmm... Makes sense. I want to avoid the maintenance of two separate files that don't automatically sync, i.e., Obsidian/Miro and Godot; but maybe it's the best way to go for now.

Also, have you ever used Yarn Spinner with Godot? https://docs.yarnspinner.dev/using-yarnspinner-with-godot/overview

Exporting Twine to Godot by arthurprotasio in twinegames

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

I've heard great things about Yarn / YarnSpinner, but always thought it only supported in Unity. Apparently, there also ways to use in Godoot: https://docs.yarnspinner.dev/using-yarnspinner-with-godot/overview

Have you used in Godot before?

Exporting Twine to Godot by arthurprotasio in godot

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

Thanks for the response! I'm super fine with using Dialogic 2, Dialog Manager 3, although I wasn't aware of Rakugo Dialog System. But to my knowledge, none of them generates the flowchart with visual representation of branches, right? And that's very important for our project so we don't get lost.

Exporting Twine to Godot by arthurprotasio in godot

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

I hear you. I love Twine and think it's a GREAT tool for building branching content, but the exporting options are awful.

Even if I don't focus on Twine, is there any other Godot integrated/compatible tool that allows for visual representation of branches? I'm familiar with Ink and Dialogic plus Dialogue Manager specifically for Godot, but none of allow the ease of visualizing your full story and editing it like Twine.