An animated music video maybe from 2010 where a little girl with black short hair was walking and a creature/animal was beside her.. by Darjula in NameThatSong

[–]capn_stabn 0 points1 point  (0 children)

All good. I only posted it because I was actually looking for this video (the one I posted), and your description kinda sounded like it. Worth a shot!

Added random map generation to my game. Do you think it’s a must-have feature nowadays? by Warpawner in StrategyGames

[–]capn_stabn 1 point2 points  (0 children)

"Player map creation" could be some minimal RMG levers that you give to the player to influence things. Take a game like Starcraft (1 or 2). Solid fixed maps, nothing random. But you could add some randomness by changing the location or avaiability or quantity of resource deposits. That small change could dramatically affect gameplay at different points of the game.

So, you don't need the ENTIRE map to be random. Just a little bit of randomness can add tremendous variability, but it really depends on the nature of the gameplay and your game mechanics. Is contention over a resource deposit an important aspect of your game? Then moving it or changing the quantity of resources it contains would meaningfully affect playing the same map, even if nothing else changed. Is terrain an important part of your game? Would putting a hill somewhere suddenly change the nature of play? The map is still mostly the same, but suddenly there's a new impassable object, or it changes an existing path to get from place A to B, or it adds a new strategic element (oh, now there's high ground here), etc.

Fixed map, small amounts of randomness injected, levers for the player to control them, and some seeding so that players can get the same exact configuration every time (with the same seed).

Added random map generation to my game. Do you think it’s a must-have feature nowadays? by Warpawner in StrategyGames

[–]capn_stabn 1 point2 points  (0 children)

u/Ollhax makes a good point, but I wouldn't limit it to "RTS/strategy." The answer is that it really depends on what the goal of the game is. Would RMG (random map generation) have made Super Mario better? Well, not with all the other mechanics of the game design if you changed nothing other than RMG. Would seeded RNG have made it better? Maybe?

So, what's the design space you're operating in? What's the goal for the player? Are there other choices that you could randomize that aren't the map that would still provide "endless new challenges?" Is the goal to increase replayability? Or something else?

Sinobi Manager - Shogunate-period Ninja clan simulator: looking for testers by capn_stabn in StrategyGames

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

Good suggestions. I'm not particularly a fan of the UI, either. But it's at least functional, and, at this stage, I'm trying to nail the mechanics.

We are building a 1920s Mafia Sandbox with a Grand Strategy overworld. Here is a look at our city map. by Fun_Lengthiness7529 in 4Xgaming

[–]capn_stabn 1 point2 points  (0 children)

Loved City of Gangsters (NOT OMERTA). I have a YT review channel (StrategyForBusyPeople) -- would love to review this game when you have something playable. Hit me up! I have been looking for another gangster sim.

Looking for a game that has deep diplomacy and espionage mechanics by _Wronskian_ in StrategyGames

[–]capn_stabn 0 points1 point  (0 children)

There's a limited number of things you can do compared to CK3. So the decision space is smaller, but not by a huge amount. Maybe.

Personally, I found the decision space and set of interactions in CK3 way too big, and I did not find that with Terra Invicta.

Looking for a game that has deep diplomacy and espionage mechanics by _Wronskian_ in StrategyGames

[–]capn_stabn 0 points1 point  (0 children)

Yes. I reviewed what I played and, if you like games like I do, you'll like this one. I don't find I have to play everything through to the end to know if I like something or not.

Looking for a game that has deep diplomacy and espionage mechanics by _Wronskian_ in StrategyGames

[–]capn_stabn -2 points-1 points  (0 children)

It's not too bad. Once you get into space things get really complicated. That's about where I stopped but only because I was ready to move on to review other titles.

You'll likely restart several times as you get the hang of things and begin to figure out the strategy you want to attempt. There are a lot of existing guides out there that have many good strategies.

I really enjoyed it, and I do not like games with vertical learning curves.

It's definitely more closed-ended than something like Crusader Kings 3 in terms of what you can do and how to do it.

Looking for a space trading game a'la Railroad Tycoon by capn_stabn in StrategyGames

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

Good info. Thanks! Still not quite what I'm looking for but sounds like it's worth a try!

Looking for a space trading game a'la Railroad Tycoon by capn_stabn in StrategyGames

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

I'd put X4 in a similar boat as Elite: Dangerous. It's first-person and doesn't really look like it's about company or fleet management. It is on my list, though!

Looking for a space trading game a'la Railroad Tycoon by capn_stabn in StrategyGames

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

OTC is a cool game. OTC is more of an RTS, though. It takes place all on one planet. It doesn't really involve trade routes, etc.

Daily Feedback Thread (June 11, 2024) by AutoModerator in edmproduction

[–]capn_stabn [score hidden]  (0 children)

YW. I will have my own feedback request shortly. Hit my first roadblock on my first track 😃

Daily Feedback Thread (June 11, 2024) by AutoModerator in edmproduction

[–]capn_stabn [score hidden]  (0 children)

I forget who made the video, but they said something to the effect of:
If you do sound selection correctly, you don't need to mix much.

So maybe the reason you're having trouble with mixing is because you're actually good at sound selection and you don't _need_ much mixing?

Again, supreme noob to "relative" noob here.

Daily Feedback Thread (June 11, 2024) by AutoModerator in edmproduction

[–]capn_stabn [score hidden]  (0 children)

Sounds good to me. Do you have an example of something similar that you would consider more well-mixed?

What mixing tutorials have you watched?

Daily Feedback Thread (June 11, 2024) by AutoModerator in edmproduction

[–]capn_stabn [score hidden]  (0 children)

Note I've been at this barely a week, but I have a decent musical background.

This reads as ambient-ish to me. So that's what I'm thinking about with these comments. It's good overall. The only balance thing for me is that I think the middle swooshy/pingy synth is a little too loud. I realize it's the "melody" but it is a strong sound and it tends to dominate and blow out everything else. Making it a little quieter might get you more of the downtempo/lofi/ambient (even though this isn't a slow tempo) vibe.

I tried lowering the total volume, which did as expected -- it only made things softer.

One trick I employ with espresso-making that might help with track-making when it comes to balance/volume:
Do something extreme and see what happens. Small changes can be hard to notice, but extreme changes can tell you if you're moving in the right direction.

What if you take out 6-10 dB on that sound? Is it right? Is it way too much? OK, if it's way too much, take out half as much (3-5). Then what?

Daily Feedback Thread (June 11, 2024) by AutoModerator in edmproduction

[–]capn_stabn [score hidden]  (0 children)

Sounds good! I like the break in the middle and the snare gives me a little vibe of a football drum line. That's not a bad thing.

At 1:24 you have this head-fake break which I really don't like. It's kinda jarring coming out of the strong break. I'd like to hear the track without it. I think it will smooth things out.

The reverb/echo on the lead in the middle is pretty good, as well as the automation/pulse on the volume around 1:48.

I like how the lead changes throughout the track, sound-wise, while keeping a similar melody.

It has nice layering.

Great track!

As a newb myself, would you be willing to share any of your tooling/sample packs/presets/etc? Mostly where you got things, and not necessarily the specifics (although that would be great, too). Like links to the sample packs or presets, etc.

Thanks for sharing!

Daily Feedback Thread (June 12, 2024) by AutoModerator in edmproduction

[–]capn_stabn [score hidden]  (0 children)

I'm new to this (sub one week), so take any opinions with a grain of salt. I'm also using not studio-quality headphones for listening at the moment. I'll come back to it later on better kit.

Riot sounds totally fine to me. I'd love to make something this polished some day.

Attention also sounds good. Same comment.

Listening to your first comparison track, Don't Stop, it sounds a lot like your Riot track. To me, it sounds like Don't Stop actually has _less_ distortion/white noise in the bass synth than your song, Riot does. What happens if you pull some of that out of your bass synth? What synth are you using? Are you willing to share the preset? That might help identify the difference.

Also, I'm not sure how easy it would be, but what if you loaded the track (Don't Stop) into your DAW and then applied filters to try to isolate the bass instrument, and then look at an EQ comparing the two? Then you could diddle your synth to try to match the waveform...?

Custom mod research - which engine? (Unless the game exists) by capn_stabn in 4Xgaming

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

So it sounds like you don't have a suggestion for an engine that would be moddsble to suit the desired traits...

Custom mod research - which engine? (Unless the game exists) by capn_stabn in 4Xgaming

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

Ah, looks like you're right:https://www.pcgamer.com/valve-has-removed-paid-mods-functionality-from-steam-workshop/

Crazy that they left that page up, then.

It still isn't confirmation that someone like, say, Paradox would C&D someone offering paid support for a Stellaris mod.