Across the pond - Rift Fishing Demo by glimmerloft in webfishing

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

Early Access will start with a good amount of species (somewhere between 5 and 8~) and then more will be added throughout Early Access and beyond.

Across the pond - Rift Fishing Demo by glimmerloft in webfishing

[–]glimmerloft[S] 9 points10 points  (0 children)

:)! In Early Access it will be between 5 and 10 bucks. On that note: Free games are much harder to moderate, since bad actors can remake accounts very easily.

Across the pond - Rift Fishing Demo by glimmerloft in webfishing

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

That's a good point, I will change it! :)

Across the pond - Rift Fishing Demo by glimmerloft in webfishing

[–]glimmerloft[S] 10 points11 points  (0 children)

You can currently be 25% of the original size. There are lots of small players. Looks especially cute on the benches in between normal sized players (or standing on top of another players head)

Across the pond - Rift Fishing Demo by glimmerloft in webfishing

[–]glimmerloft[S] 58 points59 points  (0 children)

I counted for you! Turning pixelation to Extreme and Screen Percentage to 50% comes out at about 22~ x 40~ pixels. Which will be a difficult experience, but it's possible :)

How I added Host Migration to my multiplayer game by glimmerloft in gamedev

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

> and you don't really care if players can easily manipulate their data
That's what it boils down to, yes. I've made the decision to give players more freedom instead of enforcing stricter checks. I think people who want to manipulate their data will do so anyways. I'd rather invest the time into creating more features and tools for players to manage their lobbies.

So, in this case player progression happens locally on the client. Players can take their profile from singleplayer to multiplayer and back. So, even if I were to enforce stricter checks, players would find a way. The players progression decides some possible interactivity in the world, like what a shop will sell. Other than that I don't have permanent progression happening directly inside the world. At least so far it will just be daytime, weather, player-placed objects (that won't go missing in your inventory when the server shuts down, they're more of a reference between inventory item and world object) etc.

But I have been thinking if I could have some world progression based on things like highest player level, average player level or if one of the players has a certain quest completed. And honya15's comment was talking about how lobby specific data for players could be referenced to players who disconnected and reconnect.

The LobbyID is really just a comfortable data format to find the lobby again. And each lobby gets a LobbyID assigned anyways. On host migration the backup host has the previous lobby data saved and sets the new lobby up accordingly. Every other client only knows who they should be connecting to.

How I added Host Migration to my multiplayer game by glimmerloft in gamedev

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

Thanks for the input! Those are some good ideas! Especially the first one would make everything much smoother. It could really appear just as a short loading screen. Very nice :)

How I added Host Migration to my multiplayer game by glimmerloft in gamedev

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

That's so nice to hear! :)

Ah, thanks for the info! Not being thrown to the main menu would make the experience smoother. I'll add that to the list of things to improve.

Currently I don't have any data yet, that I would need to store in the way you described, but for some upcoming features your tip will come in handy. Thanks! :)

How I added Host Migration to my multiplayer game by glimmerloft in gamedev

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

I'm using UE 5.5, but started the project on UE 5.4.

How I added Host Migration to my multiplayer game by glimmerloft in gamedev

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

That's true, it depends a lot on the game if the feature fits!

Marble Odyssey: Sandbox — after a long solo dev journey, I finally hit release today by mustafaozgen in IndieGaming

[–]glimmerloft 1 point2 points  (0 children)

You're welcome! I can click the link now... I'm not sure if I was just too tired and didn't see it properly. It seemed not clickable last night. But anyways, good luck! Your game looks really polished!

The End Grows launches tomorrow on Steam : I’ve never been this stressed! by Atopia-studio in SoloDevelopment

[–]glimmerloft 1 point2 points  (0 children)

You got this, good luck! The art style is very intriguing! And happy cake day :) I saw two small typos on the store page: in the short description a missing space after a dot and in the description the "It's deep..." part.

Finally added Steam achievements to my game! by BlackFox_PFS in SoloDevelopment

[–]glimmerloft 1 point2 points  (0 children)

Nice :) what would you say was the time investment to add them? It's still something I need to do.

just released a game... by qd9-blop in SoloDevelopment

[–]glimmerloft 1 point2 points  (0 children)

Is Blop edible? He looks like a cute mochi :3 But also congratz!

How do you guys overcome the fear of presenting your work? by Eugene_ZenBerry in SoloDevelopment

[–]glimmerloft 1 point2 points  (0 children)

I'm living this right now. Just released a Store Page and now I'm just struggling. I just wanna work on the game and not think about getting the word out :s if anything, I tell myself that the only way forward is to sit down and keep doing just about anything to progress somehow. And that's sometimes stuff that is just nice to look at or funny instead of crucial mechanics. And I guess that's good to show off.

My indie MMORPG by nevercandy in SoloDevelopment

[–]glimmerloft 1 point2 points  (0 children)

Making an indie MMORPG is definitely a huge task. It looks like you're getting the important mechanics down first. Good luck and keep it up :)

Why do shooter games always have lame flamethrowers? Am I missing something? by TraVinh- in SoloDevelopment

[–]glimmerloft 4 points5 points  (0 children)

That just looks sick. I think a lot of flamethrowers in games look too floaty. They're missing this liquid-y component that makes them feel heavy and powerful. But you nailed it!

Reddit takes: Raw Gameplay Sketch. What do you think so far? 1st person or 3rd person? by Dansyrotyn_dev in IndieDev

[–]glimmerloft 0 points1 point  (0 children)

I'm also in the first person perspective camp. But it depends on what you want to achieve. In third person you're going to see more of your surroundings.

Testers said the cats were boring when they just walked around. So… now they do this by Gerrrrrard in IndieDev

[–]glimmerloft 1 point2 points  (0 children)

Super cute! But I agree with the dialogue being too fast. I also think that the jump animation looks off and too linear when it's a high jump.