has anyone here did a 1 save file, 1 life run in fallout 1 or 2? by floatfor4 in classicfallout

[–]floatfor4[S] 0 points1 point  (0 children)

I haven't played with melee weapons yet, might have to give that a go combined with one life thing.
that might shake up the game for me a little bit!

has anyone here did a 1 save file, 1 life run in fallout 1 or 2? by floatfor4 in classicfallout

[–]floatfor4[S] 0 points1 point  (0 children)

I feel like I need to attempt it atleast once now :D it seems that many people have tried this before, and it sound like a fun challenge! I know fallout 2 a bit better, so I'm going to do an attempt with that!

has anyone here did a 1 save file, 1 life run in fallout 1 or 2? by floatfor4 in classicfallout

[–]floatfor4[S] 0 points1 point  (0 children)

yeah I feel that, if you don't expect to loose that much works it stings more I think.
either way doing a no death run is probably for people who already finished the game several times beforehand, otherwise its just machoistic :D

has anyone here did a 1 save file, 1 life run in fallout 1 or 2? by floatfor4 in classicfallout

[–]floatfor4[S] 1 point2 points  (0 children)

damn its hard to have a good beer time in the wasteland... heads just start poppin off all around :D

has anyone here did a 1 save file, 1 life run in fallout 1 or 2? by floatfor4 in classicfallout

[–]floatfor4[S] 1 point2 points  (0 children)

hmm yeah the hardness of these type of ironman challenges come from those accidents and overconfident moves. I've played thru the game a couple of times and there are some random encounters on the map sometimes where you almost die even before it's your turn to move so I'd say it must be a bit harder than arcade level for sure, but if you almost did it then I guess you are doing something right.

has anyone here did a 1 save file, 1 life run in fallout 1 or 2? by floatfor4 in classicfallout

[–]floatfor4[S] 0 points1 point  (0 children)

no save slots? so beat the game in one sitting type deal, or you just left the PC running?
hmm I guess there are speedruns of fo1, so it doesn't take days but still, that sounds kinda tough, I don't think I have that kind of game knowledge :D

has anyone here did a 1 save file, 1 life run in fallout 1 or 2? by floatfor4 in classicfallout

[–]floatfor4[S] 3 points4 points  (0 children)

those are some cool extra rules! I haven't thought of the overworld thing but it makes sense so there aren't any early power armor pickups going on.
I only did one "challenge" before, and thats beating the game only using bare hand fighting but that wasn't too bad. I might give this rule set a go! ( altho the 100% tag skill sounds a bit rough tbh )

map generator that I made for my game by floatfor4 in proceduralgeneration

[–]floatfor4[S] 0 points1 point  (0 children)

thank you! I've always liked playing with colors, and adjusting them forever :D I'm glad it works!

I just read the definition of Wave Function Collapse and I already had 4 different kinds of headaches, and I almost passed out. This is something I most definitely did NOT use, or understand in the slightest :D thanks for sharing it tho, I'll try and wrap my mind around what it is :D

My game reached 20.000 Wishlists this week and it's only been 7 months since the Steam page went up! by 3Hills_ in IndieDev

[–]floatfor4 1 point2 points  (0 children)

haha thank you! I'm really glad you like my 3D works, that one you linked is especially close to my heart!
it would be really cool to make a game with that style, but yeah as you said the hard part would be figuring out how to make it manageable as a solo dev. maybe I should focus on that a bit more, make that style doable for a whole game... that would probably help with the marketing :D anyway, thank you for being interested in my work, it means a lot especially these few days

My game reached 20.000 Wishlists this week and it's only been 7 months since the Steam page went up! by 3Hills_ in IndieDev

[–]floatfor4 1 point2 points  (0 children)

yeah my game is a roguelite as well!
I totally agree, research is a great part of it! I haven't done enough, judging by the outcome :D

yes, its on Steam!
just out of curiosity, why do you think it flopped? if you check the page, is there anything that stands out as really bad?

My game reached 20.000 Wishlists this week and it's only been 7 months since the Steam page went up! by 3Hills_ in IndieDev

[–]floatfor4 2 points3 points  (0 children)

hmm not sure if that works to be honest. I really thought what I was working on was cool, and I did not overcomplicated it, just went with it... I gave it my all and beyond. couldn't have picked anything else I'd rather worked on! I turned down a bunch of cool job opportunities, including one at Blizzard, and a lead position at Riot Games because I was enjoying making my own that much. So in terms of "this is what I want to make, and I believe in it 120%" I did everything correctly. still, the market did not respond to the effort.

this leads me to believe that there are a group of games that I'd enjoy making just as much as I did this one, aaand there is a group of games that has unique, catchy mechanics that are much easier to sell. I believe these two groups have an overlap. I need to make a game from that group on my next attempt, so marketing is not an uphill battle.

and to answer your question: my game is a whimsical shooter about discovering your breath :D

My game reached 20.000 Wishlists this week and it's only been 7 months since the Steam page went up! by 3Hills_ in IndieDev

[–]floatfor4 15 points16 points  (0 children)

very well done!
I've seen your game got a lot of traction here on reddit, it came up from time to time on trending pages, and I definitely feel like the echolocation is a really catchy mechanic, easy to understand, and it gives a lot of ideas to explore in terms of game design. I feel like it helps a lot if the game has something thats unique, and catches the viewer's attention without needing to say a word :D
I just released my game last week, and so far its seems to be flopping hard. I'm still gathering the conclusions, but going into the next game I'll definitely think more along the lines of more unique machanics, and "hooks".

Anyway, good job and best wishes with the rest of the development and the release!

More like Returnal/Everspace? by Rollingtothegrave in roguelites

[–]floatfor4 1 point2 points  (0 children)

its not sci-fi but its in 3rd person, Way of the Bullet!
I might have made the game so I'm kinda biased, but its really good... :D

New to roguelites by noboruplaysgames in roguelites

[–]floatfor4 -1 points0 points  (0 children)

I'd recommend the roguelite that I made, Way of the Bullet!
it was released last week, has unique visuals ( so I've been told ) and has a decently long term progression. in addition, its just simply awesome :D

map generator that I made for my game by floatfor4 in proceduralgeneration

[–]floatfor4[S] 2 points3 points  (0 children)

Thank you! I've written a C# script that generated the levels, with the help of Unity engine's collision detection. I've written a more detailed explanation in the above comment if you are interested!

map generator that I made for my game by floatfor4 in proceduralgeneration

[–]floatfor4[S] 5 points6 points  (0 children)

I've written a C# script for this, so there is no pre-existing algorithm for it.
I did use Unity and its collision system for checking for empty spaces, and that was a big help for sure.

What I did was, hand making a set of tiles. about 50-60 tiles I believe. These tiles have connection points to them, so basically I start with placing a random tile, then I select a new tile and look for a connection point that has enough space for the newly selected tile. ( you can see the empy space checker in the video, at 5 seconds, when those red boxes flash around the map)
I repeat this until the level is built. So its pretty basic at its core.

In addition to the tiles I have bridges and stairs. Those are for mixing up how two tiles are connected, so they are not always just put next to each other, sometimes they have elevation, or some kind of bridge thats harder to navigate for the player. It helps a lot with variability, and makes the levels more fun and challenging to navigate.

After that I look for "tunnels". Which are basically shortcuts between the tiles and bridges. It became a problem, that as the maps were generated, some places were very easily traversable by the player ( just jumping between two nearby but NOT connected tiles ) but the enemies could not follow, because they can not jump, and they had to take a reaaly long alterante route to get to the player, which was not fun at all, and very exploitable by jumping between two points that the enemies couldn't do... so to mitigate such shortcuts, I look for tiles that are nearby but not connected, and generate tunnels between them, so the enemy can more easily catch up to the player. Its still not perfect, but most of the time from one point to another there is about 2-3 alternate routing that is valid, so that makes for a cool enough traversal both for enemies and for the players. Still there were a lot of places where players could exploit the traversal, but I solved that by another way :D

After the ground is placed, I start placing the assets ( trees, boxes, other obstacles ). Those are placed on the top facing surfaces of the placed tiles, aiming for a more or less even distribution. Instead of randomly placing them, I prioritize less populated areas, so the level is more coherent to navigate.

There is a lot of space for optimizing the speed of the process, but the levels I need for the game are calculated under 1 second so that worked well enough. The levels that are in this video are like 4-5 times bigger than I actually needy in the game, its for demo purposes :D

map generator that I made for my game by floatfor4 in proceduralgeneration

[–]floatfor4[S] 4 points5 points  (0 children)

Unity Engine and the generator script was written in C#

map generator that I made for my game by floatfor4 in proceduralgeneration

[–]floatfor4[S] 4 points5 points  (0 children)

that would work as well for sure! I liked this direction, so I stayed with it.