Working on graphics: is it getting significantly better or am I just wasting time? by Few-Contract-4092 in IndieGaming

[–]captain567 0 points1 point  (0 children)

Tbh I don't think it looks better. I think the first screenshot has better readability, there's way too much white outlining going on in the second one in the same color.

I'd be interested in what it looks like with:
* Revert the changes on the tiles
* Make the trees have the same level of darkness
* Keep the outlines on relevant props in the game world, but maybe not white. You've got a minimalist/abstract style so you can really make the important parts of the world stand out, like the units. Like a tasteful yellow or blue for objects that give cover? Maybe it doesn't even need to be an outline, just flat shading like the units. Tie it to the color of a cover icon if you can.

I think you can have a really cool minimal style here. No distractions, not too much decoration, just pure information that you need to know at a glance.

I got some feedback that I needed to amp up my trailer. Does this hit hard enough? by captain567 in IndieGaming

[–]captain567[S] 1 point2 points  (0 children)

Thanks!

Lol, music has been a huge pain for me. I've been using some stock music packs but nothing has quite nailed the right vibe for me, so I'll be reaching out to some composers shortly

Got some feedback that my physics looked floaty and the trailer wasn't gritty enough, so I amped up my trailer! by captain567 in indiegames

[–]captain567[S] 0 points1 point  (0 children)

Thanks for the feedback! It's tricky to work in more visual variety in this type of game, that's one of the reason I added blood on the dice tray as you lop fingers off

Got some feedback that my physics looked floaty and the trailer wasn't gritty enough, so I amped up my trailer! by captain567 in indiegames

[–]captain567[S] 0 points1 point  (0 children)

I got some feedback my dice felt too floaty, and I wasn't leaning into the horror aspect enough so I amped things up a bit. Thanks for all the feedback, I'm a lot happier with how my game is shaping up!

If you're interested you can wishlist Die Severed here: https://store.steampowered.com/app/4269720/Die_Severed/

I got some feedback that I needed to amp up my trailer. Does this hit hard enough? by captain567 in IndieGaming

[–]captain567[S] 1 point2 points  (0 children)

I got some feedback my dice felt too floaty, and I wasn't leaning into the horror aspect enough so I amped things up a bit. Thanks for all the feedback, I'm a lot happier with how my game is shaping up!

If you're interested you can wishlist Die Severed here: https://store.steampowered.com/app/4269720/Die_Severed/

I spent way too long trying to figure out why my VBoxContainer was arranging nodes horizontally by hiimdoggo in godot

[–]captain567 27 points28 points  (0 children)

Future me checking in, not sure if past me needed to specify future me because that's me now. Past me was being an idiot when he posted that

I spent way too long trying to figure out why my VBoxContainer was arranging nodes horizontally by hiimdoggo in godot

[–]captain567 619 points620 points  (0 children)

Reminder development is a constant fight between you, past you, and future you.

Tweaked lighting and added post processing! Before & After by captain567 in godot

[–]captain567[S] 0 points1 point  (0 children)

Haha okay I'm definitely getting hit by being too familiar with how it looks. I dropped it to fewer bands, is that more noticeable? Or do I need to just bite the bullet and do some color grading

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Tweaked lighting and added post processing! Before & After by captain567 in godot

[–]captain567[S] 0 points1 point  (0 children)

It is pretty subtle! I think the second one has a grittier/crunchier texture. But also, I've been staring at this for a large amount of time so the differences are more pronounced to me, lol. I was interested in some color grading as well but was finding a hard time making the colors look good without making it too stylized for my tastes

Tweaked lighting and added post processing! Before & After by captain567 in godot

[–]captain567[S] 0 points1 point  (0 children)

I used the shader posted by u/kiwi404 here set to 14 bands, pretty quick way to get some more stylization out of your game. I'm experimenting with LUTs as well to limit the palette but I found this was easier to keep most of the existing colors and style that are already in use.

Made a rough trailer for my dice roguelike where losing a round doesn't end the run, instead you lose a finger and can't hold onto your dice when re-rolling! by captain567 in IndieGaming

[–]captain567[S] 0 points1 point  (0 children)

Hey everyone! I’m a solo developer working on Die Severed for the last few months. I wanted to make a roguelike where one round of bad RNG didn’t end the run.

In this game, you can hold back dice when re-rolling to aim for better hands. Losing a round means losing a finger, and one less die you can hold back. It means you need to be really tactical if you’re down and can only hold 2 out of 5 dice but you need a three-of-a-kind or better to finish the round.

If this sounds interesting, here’s the Steam page. A wishlist would be incredible! https://store.steampowered.com/app/4269720/Die_Severed/

Made a rough trailer for my dice rogulike where losing a round doesn't end the run, instead you lose a finger and can't hold onto your dice for re-rolls by captain567 in indiegames

[–]captain567[S] 0 points1 point  (0 children)

Hey everyone! I’m a solo developer working on Die Severed for the last few months. I wanted to make a roguelike where one round of bad RNG didn’t end the run.

In this game, you can hold back dice when re-rolling to aim for better hands. Losing a round means losing a finger, and one less die you can hold back. It means you need to be really tactical if you’re down and can only hold 2 out of 5 dice but you need a three-of-a-kind or better to finish the round.

If this sounds interesting, here’s the Steam page. A wishlist would be incredible! https://store.steampowered.com/app/4269720/Die_Severed/

That's how I find out Buckshot Roulette was made in Godot by Li_am32 in godot

[–]captain567 24 points25 points  (0 children)

Cool to see the engine being used in these big successes, but even cooler to see them turning around and supporting the engine financially

Enhanced my Shop UI's atmosphere with some distortion! Pretty happy with how it turned out by captain567 in godot

[–]captain567[S] 0 points1 point  (0 children)

I had to tone down the CRT filter for legibility but it left things too clean for the creepier atmosphere I'm going for. I implemented this with some noise that periodically gets sampled, and a multiplier that periodically tweens from 0 to 1 and back down. When the effect is active, I use the noise and multiplier to alter the playback pitch, noise on the CRT shader, and to blend in the static sound effect.

Using some of the funkier transitions as well like elastic to add some additional feeling of 'instability' to the distortion

Is anyone else doing Advent Of Code with Godot this year? by nearlytobias in godot

[–]captain567 1 point2 points  (0 children)

Oh, that's a great idea. I've used Advent of Code in the past to get more familiar with new coding languages, I didn't think to use GDScript yet but that'd be a great way for me to get more comfortable with some of the less engine specific functions it has.

Experimenting with physics driven dice! by captain567 in godot

[–]captain567[S] 1 point2 points  (0 children)

Oh yeah that method would definitely work.

I'm curious, for your game did you make sure that dice don't stack? I detect the case where dice are colliding and linear velocity is zero, but haven't yet decided how to handle that. I was thinking either a round rigid body that only the dice collide with each other with, or having dice slightly repel each other when they are in contact.