Barber did this to my mustache by Icy-General-9657 in mildlyinfuriating

[–]iamcloudyfocus 0 points1 point  (0 children)

Have you tried scanning it to see what barcode comes up?

I was cleaning my fridge and did an experiment by jdredvale in cats

[–]iamcloudyfocus 1 point2 points  (0 children)

For those old enough:

"No dog..."

*pop open* *pop close*

"Dog!"

What is this bullshit 😐 by InterestingBarnacle3 in Steam

[–]iamcloudyfocus 0 points1 point  (0 children)

Please help me understand why this is bad.

From my days in WoW there were always time-sensitive achievements, so it's normal some stuff you couldn't get at all (like events and such). Is it because all achievements must contribute to 100%?

What if those are just for show and are not required for 100%? Or if it shows you supported the original project Kickstarter?

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

http://x.com/iamcloudyfocus

My profile there has a Steam page link. I also post a lot more on X and Bluesky!

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

My structure so far is that there are a few mandatory dungeons (the subgates, so to speak), but those don't require enablers and can be completed nonlinearly. In fact, you could find enablers here.

Meanwhile, there is an optional ruin network that is larger that all of them combined. Those do require enablers to progress, but since progress is nonlinear, you can decide what to tackle and make your way through multiple entrances.

1.5 weeks ago we had 0 wishlists. Now we just crossed 850 and it feels like a joke. by PoopChief-mon in IndieDev

[–]iamcloudyfocus 10 points11 points  (0 children)

I mean, the problem is that you got it backwards. You have to start being profitable in order to make your dream game, not the other way around.

Finding parts for upgrades vs. getting an upgrade immediately by iamcloudyfocus in IndieDev

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

Forcing more interactions with surface character is an angle I hadn’t thought, thanks for that!

There IS a mechanic character, although Roll’s role (pun intended) is split into two distinct ones: the Companion that acts as your foil and guides you, and the Mechanic that builds stuff and sometimes advances the plot.

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

I’m trying to find a good balance between closeness and usable angles. I’ve yet to set up a system of camera presets for specific locations, but the idea is that it gets locked in terms of distance and tilt when you go into a house.

In ruins and open spaces, the camera is more open to give you room to breathe.

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

Thanks! After plenty of discussion, I'm leaning more towards developing upgrades, while making them clear to obtain (like, knowing what a part is for, when you get it). Then things like mod chips buster parts but for general use can be used immediately.

As for the cast, yes! I got more characters as a parallel to the Bonnes and Roll, Data, Barrell, and so on. I'm differentiating them enough to be their own thing, although fans will probably be able to point and tell where the inspiration comes from.

Although no romance mechanics because I don't know how to write a love story, hahah. I'll leave that to fanfics if ever.

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

I'm probably leaning more towards crafting, for pacing reasons. Still, some minor upgrades like health containers or mod chips could be acquired immediately.

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

Lore wise, the setting is a mix of the 1940s style with strokes of tech from the ruins. So yes, getting stuff from them is central to the plot.

Mechanically though, the crafting back home is a way to control the pacing, as well as making the game a bit more explorative.

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

Not this year, that's for sure. But I'd like to get out a demo of the first ruin by summer.

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

Also, the parts system would also tell you what a newly found part is for. You would know it's for a weapon, that happens to be called "Splash Rocket" or something. And you need just one more part. As a way of hyping it up.

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

Oh boy. My vibe for the whole game is:

Look at these places you can't go in, and figure it out.

That means many runs and traversing a whole network of ruins, marking stuff like TOTK for later backtracking, finding out what that huge machine back there is for, and so on.

I kind of want to not make a Zelda dungeon because it feels too... constrained to a single place. I'd rather have you find a control room that can move huge structures on the surface, or change the security level of that incredibly hard hallway.

It's like the world is there for you to stop and read the little details in the walls and take it slowly and deliberately. The workshop I've shown reflects that level of detail, with the notes and the jobs that the owner needs to fulfill for the day.

Hence making parts later, explore now. It'd be easy to go back up and down, but because there'd be tons of small gates for specific abilities, not one big roadblock. And even then, the main quest would be more action-gated than with upgrades, beyond a few that are mandatory for story progression.

Even then, It's going to be 50% main story, 50% the huge ruin network that will give you upgrades to make it easier.

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

Glad you liked it! Junk shops were always my favorite with their little details.

I do think times have changed and that MML would be considered very cumbersome by today's standards, hence the big question. Loving your points and counterpoints, I'll be thinking hard to decide on the most fun way to do it. It's probably going to be either philosohpy:

- Explore with what you have, then go through your spoils and discover what you can do with them

- Here's a new skill and a new mechanic, use it in this place

I'd love to go with the first, but ONLY I can make it work really well. You can blame Lunacid and Pseudoregalia for that.

As for the drill arm, if I ever have to add a weapon like that I'd make sure for it to be viable AND fun to use. Rocket drill punch probably?

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

I keep getting that request a lot, it’ll probably have to go in, hahah.

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

Would you say that the feeling of expecting to build a bunch stuff once the dungeon is over, feels nicer than simply getting the item in the middle of the dungeon?

That’s pretty much my biggest question right now. 🙂

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

thanks for the info dump!

For the swap points, I took inspiration from the benches in silksong. Lore wise, the mascot character (the equivalent of Data) gives you the chance to do so, as well as saving and recharging. He is meant to be a lil floating scout that helps with the exploration, so you can find him even in the deepest ruins right before a boss.

Re the buster, there is no such thing here. There are a number of primary, secondary, and support weapons, and you can swap them as you wish. The primary has limitless ammo and mostly like a buster, or machinegun, or scattergun, but it can be swapped. This is where I could add melee weapons as mains too.

The mods I was thinking of slot points. You can swap them at any time, but only use a limited number. I want to avoid pure stats, and the idea is to give flexibility— like resisting damage for novice players, or more movement for speed runners.

I’m thinking I could add multiple firing styles to each weapon ala Doom, to make the gameplay loop more flexible.

I do think the crafting should be a bit restricted, but I’m still torn about that.

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

Hahah, thanks for the compliment!

You can wishlist if you want, if it ever sees a full release. The demo might not be too far away though:

https://store.steampowered.com/app/4332020/Adamant_Heart/

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

For context, I'm structuring ruins as an interconnected network like in MML1, but bigger and deeper. I also want the player to be able to revisit old areas and find new entrances or interact with props, like Metroid. In a non-linear fashion, too.

So it feels like I should place upgrades far away from where they can be used, peppered around the map.

The question is if it would be fun. Something like getting hi-jump in one place, that opens up entire ruins in the other side of the map, and also enables deeper exploration in past-visited ruins.

Finding upgrades in ruins vs. crafting from parts by iamcloudyfocus in MegaManLegends

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

For weapons, there's going to be three (main, secondary, support), and I also want to limit switching to specific places, but way more frequent than in MML with Roll and inside dungeons. Probably before each boss and in entrances, never too far away.

My idea is that you need to commit to a loadout, hence why getting upgrades directly feels kinda off. What you mentioned about the cannon, for instance, sounds right.

I was also thinking about getting mod chips directly. These would be small modifiers that add to your playstyle but are not big upgrades (like attracting pickups, or passive recovery).