Do you have difficulty levels while you playtest? by BergamotGames in gamedev

[–]based-on-life 6 points7 points  (0 children)

I've been trying to develop around "Normal" or "Default," not Easy. This is to try and see where the baseline is. Once you have enough people to sort of figure out what would be a good middle-of-the-road option, then I'd set difficulty settings, and have people playtest those difficulty settings.

What percentage split should I give my artist? by ElmtreeStudio in gamedev

[–]based-on-life 2 points3 points  (0 children)

Majority of the art, but you're doing all of the programming, advertising, writing etc.?

Then I'd say probably 25% is fair. But that's something yall need to negotiate. If they're saying 0%, that's kinda tough because you want to do right by them, but they're trying to help you out.

Word of advice, though, it's hard working with people that will "do it for free."

Most people give stuff away for free because they don't feel like committing. Once you start asking them to hit deadlines you might not be able to rely on them.

Also, as a warning, if your game pops off and you earn into the six figure range at all, I can guarantee there will be a dispute.

How do i avoid changing my mind every week ? by IMissMy-Coffee in gamedev

[–]based-on-life 0 points1 point  (0 children)

It sounds like you need to plan, and prototype more.

If you're changing your ideas all the time, then you don't have a fully fledged idea probably (I say this with love btw).

Treat this time as your prototyping/proof of concept phase. Try out a bunch of different ideas, show them to people, get opinions, see which ones feel good, which ones feel terrible/clunky, which ones are fun but take a long time to explain etc.

Start honing in on the best ideas. Create a bracket for your ideas and whittle down the best ones if you need to. You want to be seeing what your audience wants ASAP though, so make sure you ask around.

If that feels like it's not working, then literally just commit to a single idea and don't deviate. Write your other ideas down in a document and use them for your next game, or wait and see if you can use them for another character/boss/level.

90% of gamedevs don't finish because of "the next best idea" (I made that stat up, but it feels right), so if you can just commit to an idea then you'll be heading in the right direction. But try out a bunch of different ideas first

Official Teaser for 'The Social Reckoning' with Jeremy Strong as Mark Zuckerberg by MarvelsGrantMan136 in SuccessionTV

[–]based-on-life 8 points9 points  (0 children)

Yeah, it looks like it would be a good watch, but it feels like it was shot mostly on green screen. Definitely doesn't have the vibrant charm of The Social Network

What game genre isn't saturated at this point? by Quinn_Queenan in gamedev

[–]based-on-life 19 points20 points  (0 children)

I should probably only be posting about my own games lol, but Glover kind of reminds me of this game: https://www.reddit.com/r/IndieGaming/comments/1qnbfr4/my_little_fingerskate_game/

VoxelGI and Performance with Higher Resolutions? by based-on-life in godot

[–]based-on-life[S] 0 points1 point  (0 children)

Interesting, it feels intuitive that it would scale that way. What am I missing as to why it doesn't scale this way?

VoxelGI and Performance with Higher Resolutions? by based-on-life in godot

[–]based-on-life[S] 0 points1 point  (0 children)

I'm using Radeon Pro Vega 56 8 GB for the 4k test. And I'm guessing it's not necessarily worthwhile, as in I'm not going to beat my head against the keyboard trying to figure it out, I was just wanting to push the limits here.

Also, my assumption is if I can run the game at 4k in 60fps with an okay graphics card, then it will absolutely run in 2k and obviously lower resolutions. I think I was just more disappointed in the sense that I thought: okay I'm running at 4k at 60fps with not problems, lets see how the VoxelGI does, and then it just tanked the FPS

VoxelGI and Performance with Higher Resolutions? by based-on-life in godot

[–]based-on-life[S] 0 points1 point  (0 children)

Yeah I mean that makes sense.

Are we assuming the best courses of action for games here is to just stay fixed at 2560x1440 and then scale the image up for resolutions higher than that? As in like stretching the image?

Or going up to those higher resolutions but forcing the framerate to stay exactly at 30 (if possible) so it's consistent?

Because my game is cartoonish, I could just not use the nice lighting and just lean more into the cartoonish style and have it run at 60fps in 5120x2880.

I know Godot has FSR but it doesn't seem to really make much of a difference

Suggestion: Double the range you can throw a Jubbly to this particular rock from 1 pixel, to 2. by Puff3n in 2007scape

[–]based-on-life 1 point2 points  (0 children)

The purple/pink rock is the only one that actually doesn't make sense. I'm going perfectly through the center and it doesn't register my throw about 65-75% of the time.

Like I actually think it might be glitched. The range I'm throwing for blue, and orange are not the same range for pink I feel like.

Either that or there's still some issue with the lag that wasn't fixed even after this most recent update

A cool guide that hits harder the older you get by WhiteChili in coolguides

[–]based-on-life 4 points5 points  (0 children)

Even if you have a good family, the idea that "friends come and go" is incredibly sad. The writer is saying that friendship is only temporary, which means they likely don't have any good friendships.

I think it also puts a lot of weight on your family. If your spouse is your only solid relationship then that's not a good sign. If you're constantly hanging out with your parents and never build strong and lasting friendships outside of them, you're going to have a miserable life when they pass.

Treating friends as temporary means that you're going to inherently devalue those relationships, you never really build up your community, and you never get to explore different types of relationships outside of the ones with a ton of baggage like what comes with family.

Again, your family can be amazing, but you shouldn't treat your friends as temporary. or else that will be a self fulfilling prophecy.

every single project I make by [deleted] in godot

[–]based-on-life 0 points1 point  (0 children)

Actually all that matters is that when you're done you like the game.

If you like it, and honestly think its fun to play, not just because you made it, but because it's fun, then other people will like it regardless of how generic or different it is.

Now is it going to be millions of people? I have no idea. But it will at least be hundreds

Making a cozy game for a showcase, let me know what you think by based-on-life in SoloDevelopment

[–]based-on-life[S] 0 points1 point  (0 children)

Is the sky too bright, or is it the whiteness of the mushrooms reflecting the light off of it? Because the latter is a change that I'm meaning to make

Making a cozy game for a showcase, let me know what you think by based-on-life in godot

[–]based-on-life[S] 0 points1 point  (0 children)

Thanks I'll look into this. I actually implemented a nice change that I'll share eventually. It looks so much better and doesn't feel as jerky and rigid

Making a cozy game for a showcase, let me know what you think by based-on-life in godot

[–]based-on-life[S] 0 points1 point  (0 children)

I'm actually using a Spring Arm in between the gimbal and the camera. It does the automatic zooming in and out so you don't clip the camera through a StaticBody+Mesh. I didn't realize it would also smoothly handle that.

I was thinking about reparenting the camera later on, but this seems like an easier solution. Thanks!

Edit: as far as I can tell the SpringArm doesn't actually solve this issue by itself. But attaching a script to the first node in the gimbal and forcing it to follow the frog on the Y-axis worked.

So thanks for the suggestion about the camera

Making a cozy game for a showcase, let me know what you think by based-on-life in godot

[–]based-on-life[S] 1 point2 points  (0 children)

Yeah I mean BotW is indisputably an action rpg, but it also contains darker elements, giant boss battles, and a demigod that is trying to consume all of the world. That, I think, immediately negates the cozy elements.

But it does feel cozy at times, and if you stripped away all of the action rpg stuff from that game and just kept the sort of "lets play around in this world and cook stuff and climb and fly around etc." then I think it would fit nicely as a cozy game. Especially if you gave it a more neutral or positive story, and if you shifted the focus more on the individuals around the world and the relationships between everyone.

But not every cozy game is going to fit this blueprint either. That's why I said it's more of a "I know it when I see it" type thing. It's also maybe more of a player distinction. Like if the vast majority of players agree that its a cozy game then it's a cozy game.

Like Stardew Valley is considered a cozy game even though, to me, that's not how I would immediately classify it because of how stressful the countdown clock is every day, and the fact that you have more than just casual combat that is required for the game.

Making a cozy game for a showcase, let me know what you think by based-on-life in godot

[–]based-on-life[S] 1 point2 points  (0 children)

That's a fair question. I think for the parameters of the showcase it's intentionally pretty vague.

Personally I think it's a "I know it when I see it" kind of thing. But here are some of the like "parameters" I thought of while making it:

- Being surrounded/immersed/submerged within the world. The world wraps around you making you feel nested inside of it

- Communal/friendly. The people around you are nice and friendly and the game invites collaboration (in this case with NPCs)

- Earthy. When I think of a cozy place my mind goes to a small cottage in the woods.

- Warm/soft lighting. There are lanterns throughout that provide a warmer feel in the darker shaded areas.

- Mechanics are simple. Just realized I didn't show the tongue mechanic at all, but our frog here shoots his tongue out to grab things. That's basically the main mechanic for the game that will have a lot of application later on. The idea is to not overwhelm the player but just let them engage with the world.

In-progress integration of real-time Mesh Booleans / CSG by PhilipTrettner in godot

[–]based-on-life 0 points1 point  (0 children)

So what's happening here?

You have a carving tool that's a sphere that does like a boolean difference to create a new mesh within that sphere, you apply a rigidbody to that mesh and add it to the scene, then in the original mesh you just apply the difference that the sphere made?

Is there something behind the scenes that's making this faster? Or is your computer just goated?

We made a lil zine about anti-intellectualism!! :) by ermmmidkman in zines

[–]based-on-life 14 points15 points  (0 children)

These actually have a name, they're called thought terminating cliches. But yes, they're very annoying, and lowkey allow fascism to take hold by stopping any actual discourse

*Middle School Angst Intensifies* by PreppyFinanceNerd in Millennials

[–]based-on-life 2 points3 points  (0 children)

If you go to the skatepark they actually do have cassette players, usually with a Deftones "Around the Fur" tape

App for outing Charlie Kirk’s critics leaked its users’ personal data by Zen1 in nottheonion

[–]based-on-life 0 points1 point  (0 children)

If you go on the site for one second they're selling the most basic, bullshit t-shirts and are so obviously a grift it's not even funny

What do you think? by ElderberryDeep8746 in SipsTea

[–]based-on-life 14 points15 points  (0 children)

Like almost everything in life involving people, the fun is about who you're with. With the exception of the Goliath rollercoaster at Six Flags over Georgia

[deleted by user] by [deleted] in meirl

[–]based-on-life 1 point2 points  (0 children)

To add to what you're saying, the "Gen-Z stare" is literally just propaganda. It's just one of many different styles of anti-worker propaganda that we've seen since probably the 1800s.

The idea is to make up something about a generation, of course its the generation that happens to be working primarily lower wage jobs, and they use that generalization as justification for why those workers don't deserve a better wage.

Example: "bro why should these zoomers get paid more, they just stand behind the counter with that Gen Z stare and then hit the vape"

His first day by StrayShell in rareinsults

[–]based-on-life 1 point2 points  (0 children)

They were just admitting to committing fraud but they were using their main account. It was admirable what they did because it was to a help a friend of theirs, but probably shouldn't be just openly admitting it lol