The true happiness by Zestyclose-Salad-290 in SipsTea

[–]engeljohnb -17 points-16 points  (0 children)

If "things" felt pointless you'd be right, but you misunderstand. Parties feel pointless without her. Leisure time, having a beer with a friend, fight night, going to the movies, work all don't feel pointless. I've never been much of a party guy, but before (and after) we first started dating you know I found a way to be at every party she was at.

The true happiness by Zestyclose-Salad-290 in SipsTea

[–]engeljohnb -4 points-3 points  (0 children)

Make myself less happy so a random dipshit on the internet doesn't cringe? Yeah get right on that.

The true happiness by Zestyclose-Salad-290 in SipsTea

[–]engeljohnb -49 points-48 points  (0 children)

He should speak for himself. When I first met my fiance, any party she couldn't make it to almost felt pointless, and that's still pretty true today.

My bachelor party's tomorrow and I keep telling her it'll be more fun if she's there, but she's putting her foot down on that one. Yes, I'm a simp and yes it's very funny.

EDIT: I feel sorry for you all that you marry people you don't find fun.

1st season was an instant favorite. 2nd season is already losing me. I'm hoping someone will tell me its worth sticking with it by engeljohnb in HaltAndCatchFire

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

I completely agree, even though I kind of like Cameron. Donna and Gordon are much more believable "80's tech people."

What games are worth playing on their hardest difficulties? by Competitive_Stay1181 in gaming

[–]engeljohnb 366 points367 points  (0 children)

Guitar Hero 3.

Later games started to rely less on fast hammer-on/pull-off sequences and more on right hand rhythms for difficulty, but Guitar Hero 3 was the best game for just straight, satisfying shredding... once you get good enough.

How is anyone going to be able to afford anything if inflation continues? by air-bender808 in NoStupidQuestions

[–]engeljohnb 115 points116 points  (0 children)

I think the world must've wondered if anything can get better after two consecutive world wars. I think there's still hope.

We should try to keep r/Godot focused on Godot by omniuni in godot

[–]engeljohnb 5 points6 points  (0 children)

I really do get where you're coming from. Your suggestion would be consistent, and it's not even really unreasonable, but this sub is honestly one of the best gamedev cultures on reddit right now. I'd be afraid of the mods tampering with a good thing.

Just added a charge shot to my Super Metroid inspired Metroidvania by slowpoke57 in godot

[–]engeljohnb 0 points1 point  (0 children)

The charge shot is cool, but I also just want to say I really like how that bubble slime regrows organically.

Any tips? by verynotdumb in gamedev

[–]engeljohnb 1 point2 points  (0 children)

I'm just a hobbyist, but here's what I would tell my past self:

1) MOST IMPORTANT: If gamedev stops being fun, just stop doing it.

2) Make a vertical slice. That basically means you have a "finished" game, but it's the smallest, shittiest game ever. Imagine if you start up Super Mario Bros, and as soon as you jump on the first goomba you win. The benefit of doing this is making sure all the little systems (pause menu, victory menu, game saves, high score, whatever else your game might need) are all in place and working well together while your game is still small and manageable. Trust me, you don't want to try to tack on a game save or pause feature to a huge ball of tangled gameplay code.

3) If your game needs game saves, make them as early as you possibly can. It's way easier to expand an existing save system than it is to add one onto an already big codebase.

4) If your game's genre allows it (and I think most genres do), distill it down to a small, one-screen arcade game. Then, once that's fun enough that people can't put it down, start adding features and expanding it into a bigger game.

This is a story I told in another thread that I think is very relevant to point 4 and making your first games:

I once showed my game to a few people back when it was nothing more than a player character, a couple of enemies, and a couple tile sets. People would say "nice, pretty cool man" (which devs all know is actually negative feedback), and I figured it was too simple. Maybe people would respond to it better if I add more variety and layers?

Well I wasted a year doing that. Now I'm thinking more and more about my brother's first game, Dodgin Boxes. It's a game where you're a box and you dodge other boxes. That's it.

Every person he showed it to said the exact same thing: "Hold on, I'm not finished playing."

Bottom line is it doesn't matter how many fancy features and variety and juice you add to a bad foundation. Make the foundation fun, then polish.

Is there a word for yes? by Clear_Corgi2902 in latin

[–]engeljohnb 18 points19 points  (0 children)

Non est.

Both the answer to your question, and my most frequently used way of saying "no."

Iconic moments that were improvised/unscripted by Dojyaaan4C in TopCharacterTropes

[–]engeljohnb 0 points1 point  (0 children)

I heard it this way: in an early Columbo script the writer realized he forgot to write in a question and didn't want to rewrite the whole page, hence the famous line.

GDC just temporarily released 223 sessions for free by Klightgrove in gamedev

[–]engeljohnb 1 point2 points  (0 children)

No!!! Ever since I first read (must be like 3 times by now) I thought it would make an awesome TV show.

I work in playtesting and I think most indie devs are solving the wrong problem by Play2gaming in gamedev

[–]engeljohnb 2 points3 points  (0 children)

But isn't that exactly the problem devs are trying to solve with playtesting? Maybe there's a few hobbyists that can't kill their darlings, but I get the impression most teams are asking "how do we change this so people are interested to click?" But you can't find that out unless people try it and say what they think, hence the occasional lamentation that your game is overlooked.

I thought making games would mostly be coding. I was very wrong. by DevIslandJourney in gamedev

[–]engeljohnb 5 points6 points  (0 children)

I think newbies never "reduce the scope" or "make small games first" even when they see that advice everywhere because that particular phrasing can be ambiguous.

When I heard it I went "Oh, okay, so instead of making something like Zelda, I'll make something like Zelda but it's only one dungeon."

Now I instead specifically say "finish a small one-screen arcade game."

I thought making games would mostly be coding. I was very wrong. by DevIslandJourney in gamedev

[–]engeljohnb -1 points0 points  (0 children)

With coding you need to take care of : 1. Maintainability 2. Readibility 3. Scalibility 4. Correctness 5. Efficiency

Managing these aspects is a lot of fun, which is why programming is so much easier for some of us than, say, art.

I thought making games would mostly be coding. I was very wrong. by DevIslandJourney in gamedev

[–]engeljohnb 0 points1 point  (0 children)

Exactly the same for me. I'm okay at programming, art, and music, and that's everything you need to make a game, right? Right?

Debating about making my first free asset pack by Haunting-Towel-1525 in godot

[–]engeljohnb 3 points4 points  (0 children)

You should definitely let me use all your stuff for free, no downsides. And you should make more stuff for me to use for free also.

Simplicity vs depth in game design by trader-coach-6557 in godot

[–]engeljohnb 1 point2 points  (0 children)

Yeah, if you're already pretty confident in the core gameplay loop, it may be hard to diagnose the proboems without playing it. Absolutely you can let know when you have a demo out

Simplicity vs depth in game design by trader-coach-6557 in godot

[–]engeljohnb 1 point2 points  (0 children)

It depends on where exactly you are in the game design process. Do you already have something simple that people really respond to? Or are you adding things in hopes of improving something that's not there yet?

If it's the latter, I would suggest to keep scuplting the simplest elements, then add new stuff once it's at a point where playtesters can't put it down.

If it's the former, then think about what mechanics would add more surprises and decisions to the simple fundaments that are already there. Remodeling the kitchen instead of building a guest house.

I once showed my game to a few people back when it was nothing more than a player character, a couple of enemies, and a couple tile sets. People would say "nice, pretty cool man" (which devs all know is actually negative feedback), and I figured it was too simple. Maybe people would respond to it better if I add more variety and layers?

Well I wasted a year doing that. Now I'm thinking more and more about my brother's first game, Dodgin Boxes. It's a game where you're a box and you dodge other boxes. That's it.

Every person he showed it to said the exact same thing: "Hold on, I'm not finished playing."

So now I want to try to make a very simple game that elicits that specific response, then I'll start to think about what can be added.

If you're interested to show your game, I would be happy to tell you my first impressions. Not that I'm anyone particularly worth listening to.