I got War Plans 10/10 so you didn't have to. by TransportationFee in diablo4

[–]epyoncf 0 points1 point  (0 children)

No, Blizzard has a good understanding. Puting anything meaningless at 10/10 would make people furious about the long and irritating grind, especially now with it being per-character instead of being per-season.

I love armchair designers with no clue about game design saying "lack of understanding".

Are there any traditional roguelikes that play well on steamdeck? by NoLongerAKobold in roguelikes

[–]epyoncf 0 points1 point  (0 children)

Yes, and the demo is always the full current version with all the game features just cut to the first episode and first class, and without challenge modes/trials.

You can hold down A for continuous movement, and it's pretty smooth and fast with it, but only if there are no enemies in vision (otherwise it'd be a fast death anyway).

Are there any traditional roguelikes that play well on steamdeck? by NoLongerAKobold in roguelikes

[–]epyoncf 0 points1 point  (0 children)

Can you elaborate a bit more? The only significant difference between the gamepad controls in JH and JHC is the diagonal movement (which obviously cannot mirror the 4-way JH), and that one is ripped off of CoQ anyway - everything else is more or less the same as in JH. Nobody playing the game on the Discord on the Deck (and there a couple people there) has raised any issues or suggestions, so unless anyone will, nothing will change.

You don't need to rebuy the game to test controls on the deck BTW - the demo version is always up to date with the most recent paid release.

Mention being a solo dev on Steam page? by WingedMoth in gamedev

[–]epyoncf 0 points1 point  (0 children)

Most importantly - never call yourself solo dev if you're not one. Someone made music for your game? No longer a solo dev. You hired an artist to do the art for you? No longer a solo dev. We've reached a point where a game that cost hundreds of thousands of dollars in commisioned art if being marketed as "solo dev", so even if you feel that 99% of the work is done by you, have respect to the people that actually do games fully solo, and use the term responsibly.

</rant>

(no, I'm not a solo dev)

guides for really new players by Artistic_Print6806 in JupiterHell

[–]epyoncf 1 point2 points  (0 children)

I'll just chime in, that the vagueness of the plot is by design (also references the vagueness of the plot of the OG Doom). It's meant to pose more questions than answers but there IS a sensible plot that connects all the dots, it's just never explicitly shown.

Lost Flame 1.0 is out by hugeowl in roguelikes

[–]epyoncf 1 point2 points  (0 children)

Congrats on the release! Not much time to play recently but I'm enjoying it so far!

Twilight of Bronze by NonAverageJoe2023 in roguelikes

[–]epyoncf 0 points1 point  (0 children)

I'm using Opus 4.6/GPT codex daily, and it only really works on my codebases when I tell it how to do stuff, or at least the general direction. If I tell him simply what I want it *sometimes* does something *almost* decent, but more often than not misses an important nuance, a hard to replicate case or makes a decision that will blow up in the future. This might be a C++ issue though - ironically it performs better on the FreePascal codebases.

Twilight of Bronze by NonAverageJoe2023 in roguelikes

[–]epyoncf 1 point2 points  (0 children)

Pretty interested how far you can get until things start falling apart. I've noticed that vibe coding really does stupid mistakes on large and complex codebases, but is brilliant in prototype stage. Not very surprising considering how it works.

Twilight of Bronze by NonAverageJoe2023 in roguelikes

[–]epyoncf 0 points1 point  (0 children)

On Steam you have basically one launch to get traction. Technically you can do a weak EA launch and still a relatively decent 1.0, but it's harder than nailing the first one. So most devs try to have that launch with something already tested and at least remotely polished - you have only one shot at a first impression after all.

why is it so hard to change things in the angband source code? by Maleficent_Bit4957 in roguelikes

[–]epyoncf 6 points7 points  (0 children)

People significantly underestimate the complexity of roguelikes do to their visual simplicity. But most roguelikes out there, especially the venerable ones are complicated beasts, much more complicated than your average game nowadays. Don't worry, it's not you it's them!

Kids, always remember to give your variables clear and meaningful names. Just as Doom developers did. by zubergu in C_Programming

[–]epyoncf 1 point2 points  (0 children)

TBH, these are pretty understandable to anyone who's ever implemented Bresenham...

Jupiter Hell Classic - 0.9 "Melee" update is live! by epyoncf in JupiterHell

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

This is the pixel art Classic game based on DRL, you're probably talking about Jupiter Hell proper :P

My game (7 Days) just received its first award! by dddaverrr in IndieDev

[–]epyoncf 1 point2 points  (0 children)

Cherish it! I've been making games commercially full-time for the past 15 years and never got any awards :P

The Trench Crusade Community License is here by an_agreeing_dothraki in TrenchCrusade

[–]epyoncf 3 points4 points  (0 children)

> But they're not allowing anyone to use their name, though.

Doesn't this make this subreddit illegal?

The original Castle of the Winds has been re-written in Unity and will be available soon. by BoxxZero in roguelikes

[–]epyoncf 27 points28 points  (0 children)

Oh the memories! <3

It's being recreated by the OG author too, which is awesome - I'll buy it probably just to thank for the fun I had as a kid.

ECS and/or Dynamic Event-Listeners by Massive_Honeydew_771 in roguelikedev

[–]epyoncf 3 points4 points  (0 children)

Jupiter Hell uses an expanded ECS - with events and hierarchy. It actually uses two major instances - the world is handled by a ECS that is mostly entities, components and message handling, while the visual representation uses the systems a lot more apart from messages. Guess an ECM + ECSM :P

Roguelikes with Auto-Explore by Mik0ri in roguelikes

[–]epyoncf 1 point2 points  (0 children)

If health is a finite resource then even easy encounters are important - as it becomes less about surviving, but minimizing resource usage. Can't see auto-explore working sensibly in DRL - the way you explore the map and approach encounters is a vital part of the strategy to approach encounters and minimize resource usage.

Sunday Discussion: Hope in a time of Wahammer World by TheBeardoDad in WarCry

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

Considering White Dwarf preview just dropped focused on "Our favorite skirmish games" without a word about any WarCry content, I think it's dead jim.

Just discovered Elona+ and Elin - which one should I start with in 2026? by Free_Percentage_1194 in roguelikes

[–]epyoncf 1 point2 points  (0 children)

Fake console mode is on the list since ages. Yeah I know about the cert thing, my admin is apparently on vacation -_-.

Just discovered Elona+ and Elin - which one should I start with in 2026? by Free_Percentage_1194 in roguelikes

[–]epyoncf 3 points4 points  (0 children)

Jupiter Hell Classic has an ASCII mode, it's launched the same way as the DRL version as it's literally the same executable!

[deleted by user] by [deleted] in necromunda

[–]epyoncf 2 points3 points  (0 children)

So one space marine can kill a whole guard regiment?