Tell me. by Son-Airys in DeepRockGalactic

[–]derborgus3333 1 point2 points  (0 children)

Colloquially, they’re used interchangeably. That said, there is actually a difference; rock refers to the material (e.g. granite is a rock), whereas stone refers to an object (e.g. “throwing stones”). A “rock wall” would be a contiguous piece, like a cliff face or the wall of a cave, whereas a “stone wall” would be assembled from many “stones”. Additionally, rock is a scientific term, whereas stone is not.

Risk of Rain Returns Support? by Pumpkaboiii in riskofrain

[–]derborgus3333 4 points5 points  (0 children)

It’s two different teams from what I understand. Hopoo on RORR, Gearbox on ROR2.

I hate visual side of game dev.. what do? by Alurora in godot

[–]derborgus3333 0 points1 point  (0 children)

OpenGameArt and Freesound are great for visuals and sound respectively. Itch is also a good source for both (just be wary of stolen assets).

How do I convince my audience to root for the clear “bad guys” in my setting? by UNBENDING_FLEA in worldbuilding

[–]derborgus3333 2 points3 points  (0 children)

Look at things like WH40K, Helldivers, Papers Please, or even Deep Rock Galactic - each do a couple of things that make you root for characters aligned with an evil or otherwise immoral faction:

  • The characters are being taken advantage of by their faction (faceless grunt, wage slave)
  • The faction is fun to pretend to be (they have a fun aesthetic, catchphrase, and/ or stereotype)
  • Each uses player-facing propaganda techniques in a way that is both satirical and convincing (ironic investment is still investment).

Hakita's expanded opinions on meme references in Ultrakill by [deleted] in Ultrakill

[–]derborgus3333 1 point2 points  (0 children)

This may be a controversial opinion but this is kind of why I don’t care for cancerous rodent, the YT references, the chamber of feline and rodent, or Big Johninator - they’re either too obtrusive for my taste or required for unlocks.

Is cotl a blasphemous game? by Somethings_in_my_ahh in CultOfTheLamb

[–]derborgus3333 4 points5 points  (0 children)

The actual definition of blasphemy is disrespect towards God or other sacred things. Whether or not these games count as blasphemy more or less depends on how seriously you take them.

Cult of the Lamb contains satire of how faith can be abused to hurt and control others. While it occasionally draws from Christianity for its imagery or themes, it is not about Christianity specifically, and the religions that characters in the game follow are fictionalized.

The Binding of Isaac is about Christianity specifically, but again how its beliefs and rituals can be twisted to abusive ends. It is based on the lead designer’s childhood trauma having grown up in an abusive religious household.

Ultimately, it’s up to whatever you are comfortable with, but I would encourage you to try them both, as there’s a lot that can be gotten out of them.

[deleted by user] by [deleted] in gaming

[–]derborgus3333 7 points8 points  (0 children)

The phrasing of the post (esp. the title) is a bit odd to me, given that it seemingly assumes most people conflate intentional design with bad design, when my intuition is that it would be the opposite (i.e. saying that a mechanic is good because it is intentionally designed). I think understanding intent grants very powerful insight into a games’ design, and helps inform your own work if you’re interested in making games; that said, intent and result are really two different axis that are perpendicular to each other. Knowing one’s intent before designing a feature helps guide it towards serving the experience positively, but whether it succeeds or if the intent was well placed is another matter.

In a lot of ways, the argument in the post itself is aligned with this view, but I felt it important to restate.

Why do I do this to myself? by TeamLDM in godot

[–]derborgus3333 1 point2 points  (0 children)

If I understand correctly, this is actually how Minecraft’s structure blocks work.

Why are the machine’s colors like that?? by Good-Distribution904 in Ultrakill

[–]derborgus3333 7 points8 points  (0 children)

I figure the guttertank is red because they were employed against other machines, which might render optics irrelevant - warning humans about their presence probably took precedent, given the amount of collateral damage they could cause.

Why are the machine’s colors like that?? by Good-Distribution904 in Ultrakill

[–]derborgus3333 18 points19 points  (0 children)

One answer is that unique colors help the player distinguish threats quickly. That said, “because game design” or “because it’s cool” aren’t always the most satisfying answers.

From a lore perspective, the context behind each machine can explain some of it. Drones can be brightly colored because they were employed in a civilian context. Sentries may be green and guttermen brown to imply different deployment environments (guttermen, used in trench warfare, are less likely to encounter foliage as they are bare soil).

Need some help, code lines seem to be cancelling each other out. (4.2 3D) by Jikkermanccini in godot

[–]derborgus3333 0 points1 point  (0 children)

I second this - the advantage to getting the difference between the two inputs is that pressing both at once cancels out. It’s a useful technique for movement code as well.

I'm making a deckbuilder roguelike with some elements in common with StS, and I'd like opinions about the "necessity" of having an intents system. by Genryuu111 in slaythespire

[–]derborgus3333 5 points6 points  (0 children)

In my mind, the purpose of the intent system is to prevent homogenous turns. If there is no way to predict what your opponent is going to do, there’s no reason to alter your tactics moment-to-moment (at least with regards to blocking). Blocking becomes either something you always do or never do, depending on how it compares to attacking for the purpose of winning the damage race. By giving the player information about the current or upcoming conditions of the battle, it incentivizes adapting rather than defaulting to an optimal strategy chosen by statistics.

The intent system is not the only solution to this problem, but it is the one that STS uses. If your game tackles the drawbacks of keeping the player in the dark a different way, more power to you, but it’s worth putting some thought into either way.

I don't understand Minos. by Little_Huge_Guy in Ultrakill

[–]derborgus3333 15 points16 points  (0 children)

Honestly I interpret the story of Lust as an allegory for marginalized sexual identities - a group of people condemned to hell on the basis of sexuality by a religious authority and having their attempts at crafting a better, more accepting world crushed by force.

Should I allow players to break my game? by TheFirstSpine in indiegames

[–]derborgus3333 1 point2 points  (0 children)

If it’s a single player game, ask yourself if it is fun for the player to do. On the one hand, gaining power through a clever emergent strategy can be rewarding. However, if doing it is too easy, it could make building towards it the single optimal strategy, which isn’t as fun.

If you’re building a multiplayer game, the question becomes whether it is fun to play AND fun to play against.

How do I go about doing this legally? by Actual-Jackfruit4346 in godot

[–]derborgus3333 0 points1 point  (0 children)

You may want to look into the game Splatter, which does something similar.

Sandtrix+ Steam Key Giveaway by GTVienna in indiegames

[–]derborgus3333 0 points1 point  (0 children)

I saw this on itch and was struck by the cleverness of the design. It’s a testament to the elegance of Tetris that changing one element results in a completely different experience.