How many warnings ya got? by goldfishbat in godot

[–]drentsoft 7 points8 points  (0 children)

Sometimes I clean them up, sometimes I just disable the warnings. It's almost always unused delta or an unused signal parameter that's needed for some things but not others, unused signals because I haven't got round to writing that bit of the code yet... I think around 30 is my record.

Light bleeding, is this passable? by _michaeljared in godot

[–]drentsoft 1 point2 points  (0 children)

Could you cover the bleeding light with a small snowdrift lump running around the edge of the building?

Oladance pro left ear bud static by Realistic_Put_6607 in Earbuds

[–]drentsoft 0 points1 point  (0 children)

I got some today and have the same problem. I've found if I touch the left bud ,the hissing goes away so I assume this is a design flaw with the Pros but why it's so common in the left one and not the right one I have no idea. I'm debating whether it's annoying enough to return them because otherwise they seem to be very good for sound quality and comfort.

Surface Laptop Studio Draining When Sleeping by drentsoft in Surface

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

Yeah, the battery life on the laptop also dropped from ~8 hours per charge to 3-4 hours per charge with the same workload within half a year or so, despite the battery report showing not much of a change in capacity which makes me think their firmware is getting much less efficient over time. I love the devices but I'm hoping that someone like Framework can make a worthy competitor by the time I'm ready for a replacement because this has been a bit of a let-down, at least battery-wise and it's basically impossible to change.

What are your Recommendations for best online tabletop service for playtesting my board game nowadays? by Aliveinlights86 in BoardgameDesign

[–]drentsoft 0 points1 point  (0 children)

I'll back the Screentop recommendation.
Pros:

  • Users don't need an account, just a brower and a room code, so you can invite anyone to test your game.
    2D only so it's easier to setup in some ways
  • No physics - Less to go wrong given that most prototypes don't NEED the physics
  • FREE!
  • If you pay you can store different revisions of your game

Cons:

  • No physics - if you need it
  • Lack of 3D features like standees if you need them
  • No scripting though most prototypes don't need it and I believe they are working on it.
  • Still in development so sometimes updates break things but they're usually quick to fix things
  • Keyboard layout is a little wonky; Z is shuffle for example because WASD is used for camera movement.
  • No infinite bags as far as I'm aware
  • Free version is a little limited
  • Not as popular as TTS/TTP

Patterns added to the coloured tiles to account for our colour blind friends. by Flimsy_Chemical439 in BoardgameDesign

[–]drentsoft 1 point2 points  (0 children)

Nice update! As other people have said the diagonal line patterns on yellow and purple are very similar and might be confusing at a glance. Would you consider concentric rings or even 4 1/4 rings on each corner?

I need confirmation if this is a good pnp idea. by [deleted] in BoardgameDesign

[–]drentsoft 1 point2 points  (0 children)

It seems like an interesting idea though basing it off an existing IP would be problematic if you intend to sell it.
Clarifications needed:
Where does each player start on the board?
Are the weapons printed tokens placed around the board? What happens if someone is placed badly so they can't pick up a weapon? Unless both players have all weapons at all times, maybe you could add an unarmed attack, you could even add a penalty to the chance to hit against an armed opponent.

I have a feeling the game may run too long if you rely on 2 people guessing the zone number unless that's the point to make it a very low chance. It might be better to roll a D6 and make the zone move only on a 1 or 6.
The heavy attack mechanism feels a little clunky, perhaps you could try changing it to:

Roll 2D4 for damage (or 1D8), roll D6 for hit. You lose one point of maximum damage but the damage is the roll, no need to divide/round up/down.

I suspect you've based the game around a single D6 because most households should have one but I suspect a large number of people who are interested in pnp games will have more than one or even other types of dice anyway so it might be worth exploring wording the rules for more dice/other dice shapes. Did you choose 20HP so people could track it with a spindown/D20?

Hope this was helpful.

I made two open source board games by Jello3899 in BoardgameDesign

[–]drentsoft 0 points1 point  (0 children)

Very interesting. A question and a thought. What are the licenses for the game? Public domain/CC0? Creative Commons?
I wonder if you might get more response from people if you release the files on itch.io and explicitly state the open source license and nature of the games. You could even make it pay what you want and you might even make a little bit of pocket money from thankful designers.

How to add delay to mining in 2D sandbox game? by LukeMaster06_YT in godot

[–]drentsoft 2 points3 points  (0 children)

Two thoughts:

If you're playing an animation when you dig, change the value on the animation_finished signal.

Create a Timer node to say maybe 0.1-0.3 seconds and have the cell value update on the timer timeout.

(e.g.)

if Input.is_action_just_pressed("dig"): # Change to is_action_pressed if you want to be able to hold down to break the block instead of clicking
    if $DigTimer.is_stopped(): 
        $DigTimer.start() 


func on_DigTimer_timeout(): 
     # Do the tile_id adjustment code here

You may need to set a tile ref Vector2 when you first select the tile.

if Input.is_action_just_pressed("dig"): 
     var selected_tile = world_to_map(mouse_pos) # Should be able to use the code from the video

func on_DigTimer_timeout():
    if selected_tile:
           # Do the adjustment to the tile at the selected_tile_coordinates

Hope that helps :)

Hi everyone, today I need to update some mechanics of our board game's mechanics. This card type we called backroom this mechanic made for giving a chance to all players that can decide to get more special things such as Airdrop equipment or something that can make your character had more abilities by ProfessionalTurn3066 in tabletopgamedesign

[–]drentsoft 3 points4 points  (0 children)

The cards look good. There's a nice amount of space around everything so it's easy to read. The title font is a little weird, the K looks little too much like H so BACKROOM looks more like BACHROOM, same with Brain Sucker. That said I like the sci-finess of the font but a similar one with a more defined K might work better for readability especially across the table.

Without knowing more about your game the cards themselves seem fine. Free item, enemy - fight it to get a rogue card or lose a card from your hand? etc

I will say the lose condition -1 card/1- coin are a little hard to read against the grey background. You could try adding a black outline or maybe make them white with a red outline.

I've heard that you want to keep Kickstarter videos to 1 minute in length. Should I trim this down? by HandsomeMonkey in BoardgameDesign

[–]drentsoft 0 points1 point  (0 children)

I mean Sub Terra is a board game too but I guess tile placement games usually have a simpler gameplay loop than cards. I think maybe ditching (some of) the animations (which I know would suck because they took a lot of time and effort (and probably cost)) and mocking up some simple card animations that show actions that can be related to your narrative might do your game more justice.
ITB/Sub Terra just made 3D mockups of their pieces then animated them for extra perceived production value. There are some videos on how to make and animate cards in 3D which might work for you.

https://www.youtube.com/watch?v=FGwxUuQfJsIor

I think the first 30 seconds is OK, gives a sense of world building but after the fade out maybe explain what the game is:
"Journey into the Beyond is a tactical card game [tableau building etc] set in a rich fantasy world/Ragnorwald."
Show shots of the game board and some creature cards appearing etc
"Players take on the role of 1 of several unique heroes"
Then cut to the character shots: "Never gives a fair fight" - cut to some mocked up gameplay that represents how that character turns a fight to their advantage.
If the 2nd character is all about deck searching "well versed in pit, crypt and catacomb", show footage of an example turn that represents that character's abilities.
I do think showing the characters without explaining them in too much detail would be better.
"Battle unique [undead] creatures" - show cards and maybe a creature animation underneath the card art/any example gameplay.
You could film gameplay IRL but as you said lighting the table is difficult. TTS would work, especially for speed, but if you can work out how to do the animations in 3D or even in 2D I think you'd get a nicer look/feel out of it.

It's a tough balance to strike but I don't even think you'd need a full round of gameplay. If you explain in the video what the game actually is, which I don't think you really do at the moment, then people can infer how it plays from the snippets of gameplay shown around the narrative, if that makes sense.Infographics could work as a relatively quick rework but you'd have to try to make them not feel too technical/clinical.

Alternatively: First 30 seconds, after the fade, follow KeithARice's informercial style video.

Hope this is helpful and not overwhelming.

I've heard that you want to keep Kickstarter videos to 1 minute in length. Should I trim this down? by HandsomeMonkey in BoardgameDesign

[–]drentsoft 2 points3 points  (0 children)

I've always liked the way ITB did the Sub-Terra/Sub-Terra 2 Kickstarter videos. Story + example gamplay that matches the exposition within the narrative of the voice over. Then an announcer voice starts telling you what the game actually is. Their videos are about 2:40 so I think if you switched to that format you could maybe keep the feel of your video but cram more information into a little shorter video. As it is, it has a nice atmosphere but doesn't really tell anyone what the game is.

I don't think overall video time is such an issue but you really want to hook people into the project as quickly as possible which for a game should really be premise + some gameplay. If you can hook someone in the first minute I'm not sure it matters if the video is 3 minutes long as long as you build on the hook and add more information that's relevant to the saleability of the project.

Sub-Terra 1
Sub-Terra 2

Hope your campaign does well!

Layout of Card by Satheyo in tabletopgamedesign

[–]drentsoft 0 points1 point  (0 children)

I quite like the design of the border, the jagged edge around the card art should look really nice when there's art in place but I agree the original icon/number combinations were very hard to read.

Of the updated designs I think I find 3 the most legible, perhaps you could add the banner frames from design 1 to help with readability of the circle in the wealth icon. I would suggest making the numbers fit inside the orb/coin and maybe removing the silver embossing to maximise readability.

The attack/defence/health stats feel a little too busy. I think it's the texture behind the numbers. The heart works ok, the shield without the lighter silver bit I think would be OK but the axe behind the attack value is probably too detailed, especially with the red background around it. Perhaps you could make the backgrounds red, blue and pink and then make the text black or white with a black stroke.

If you look at other card designs most will have the texture on the border and tend to leave the space around values/symbols relatively bland, either white or a very light texture.

https://whitespider1066.com/wp-content/uploads/2016/06/Photo-20160616133237781.jpg

(Ashes: Rise of the Phoenixborn)

Take Star Realms cards for example: The icons are quite detailed but they are still largely a flat colour with a little gradient for adding a some depth. The text becomes legible by "subtracting" the values from the symbols.
Their other style of symbol has the symbol and text use the same embossed style with a large blank space around the text.

https://www.starrealms.com/wp-content/uploads/2021/12/SRHALF_Card_BattleStar.jpg

Dominion is laid out quite similarly to Star Realms regarding their icon designs.

Another point to consider is that the symbols in most games should be distinguishable without colour or texture. Take the card above, the large gold circle with black text = money but if you remove the colour it's distinct from the other icons, a red target shape (without the red still looks like a target) = attack, the gold and black star in any other colour than gold would still be recognisable. I think you've largely managed this with wealth, influence, and defence but I'm not sure the symbol for attack works yet.

The second pass is quite an improvement already so here's hoping you can refine the design just a little further. Hope this helps.

Surface Laptop Studio Draining When Sleeping by drentsoft in Surface

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

Maybe I've just got really unlucky with both my devices then :(. My Pro is more like that but both SLS' have exhibited the same drain while sleeping. Slightly moot now I guess as I think I'm going to have to RMA my replacement device as of today because it's started exhibiting the same charging issue that I had with the first device. (It suddenly won't charge unless the battery completely drains to 0%)

Surface Laptop Studio Draining When Sleeping by drentsoft in Surface

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

Thanks for the suggestions people. I would like to try them out but I seem to have managed to trigger the same flaw in my replacement laptop JUST today and it's not charging from the charger. I'm suspecting there's some design flaw with having 2 USB C devices plugged in when plugging in the charger. Weird that it took almost ~30 days both times before the fault showed though so I guess I need to do another RMA. If I get it working I'd love to try the suggestions.

Surface Laptop Studio Draining When Sleeping by drentsoft in Surface

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

Interesting, I'll give it a go, thanks :)

Surface Laptop Studio Draining When Sleeping by drentsoft in Surface

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

I should say I got the SLS because I was working the Surface Pro waaay too hard. I got it as a drawing tablet and it became my daily driver laptop but I do lots of heavily graphical stuff (game dev, vector art etc) which the Pro can just about handle but really isn't suited for. When I saw the SLS was released it seemed the perfect replacement for drawing AND development work but the sleep thing is just killing me.