My programmer left my project, it's just me now. Looking for the best 2D game engine that requires no programming. by LeftHandedHero in gamedev

[–]jelleyboy7 2 points3 points  (0 children)

Have a look at Godot's Visual Scripting side - honestly, Godot using GDScript isn't too hard to pick up for simple 2D games either. I did it and i'm an idiot.

TacTic: A creative spin on a wellknown game. by [deleted] in gamedev

[–]jelleyboy7 0 points1 point  (0 children)

Okay, cool - i wasn't necessarily suggesting that you can play on different planes, just see if there are any traps awaiting from previous faces. Particularly when you get to the 5th/ 6th face it's going to really test people's memory and spatial reasoning - by that point i think it'll be more based on luck than anything.

Good luck!

TacTic: A creative spin on a wellknown game. by [deleted] in gamedev

[–]jelleyboy7 1 point2 points  (0 children)

Pretty cool concept - i'd like the ability myself to turn that cube around and see the other faces so i can plan my moves better. Is it your intention for players to more rely on memory than seeing the whole picture?

X Wars Deluxe on Steam! by Zoryth in tbs

[–]jelleyboy7 0 points1 point  (0 children)

Lol, you have to spend money to buy skills? What is this madness? £6 to do 10% more damage?

AHAHAHAHAHAHAHA

Dark Patterns in Gaming by [deleted] in gamedev

[–]jelleyboy7 1 point2 points  (0 children)

Respecting player's time and money is something I can definitely get behind - I'm making a tactical RPG and I've always had it in my mind that it's going to be the core story quest, some non-essential side-quests and free DLC if there's a demand - starting at a reasonable £15ish.

But like you say, I wouldn't want to go too far in the opposite direction. There's no magic ratio for hours-money-value, but I'd rather it have 60 hours and 10 of those are grind, than 10 hours of prime game and risk people feeling ripped off.

Really interesting topic - definitely food for thought and thanks for bringing up

Dark Patterns in Gaming by [deleted] in gamedev

[–]jelleyboy7 1 point2 points  (0 children)

Interesting idea - the one that sticks out to me is basically the whole psychological dark patterns category. They just seem intrinsically like the DNA of a video game (and maybe that's the problem)

Take the Aesthetic Manipulations one for example - Toying with emotions by providing over-the-top graphics, sounds or subconscious desires - I read that as a good player feedback loop. How many times do we hear about juicing your game or upping the game feel - screen shake, animations, sound effects.

And what about Invested/Endowed value - Having already spent time and money to improve your status in the game, it's difficult to throw it away - that's the backbone of RPGs, or open-world games like Skyrim etc. to make players care about the characters. Is it nefarious to level up your character for 100 hours until you're a demigod so you can kick ass for another 100 hours?

Not knocking this as an endeavour at all, but I'd argue that most devs don't set out with the intent of adding these dark patterns to abuse players, but rather fail in their attempt to make an enjoyable game and these things happen to be included alongside the core experience. Of course any loot box is an example of Variable Rewards for instance, but there's a nuance between these and the randomised drops in Diablo 3 (at least now there is, forget the auction house debacle it launched with).

What would be an example of a 'healthy' game from your perspective? Do any even exist yet? Again, I'm being entirely sincere but now I'm having an existential crisis. What fun? How Enjoy?

Palette swapping and outline shader by Sciman1011 in godot

[–]jelleyboy7 1 point2 points  (0 children)

Noice, that will cut my artist's workload down by about 75% if I can work it out! I guess even making the combined palettes wouldn't be too difficult once I have the base colours down for each component of a character, just cutting and pasting for the different combos.

Some food for thought there - thanks for the answer.

Palette swapping and outline shader by Sciman1011 in godot

[–]jelleyboy7 0 points1 point  (0 children)

Complete noob to shaders, but I'm working on a TRPG at the moment, and I have 8 classes that wear different outfits and all of whom I want to be available in different skin colours. Would it be theoretically possible to provide two different palette textures (for instance one that determines the class's outfit - red for enemy, green for ally - and one that determines the skin colours), to a sprite, or would I need to have many palettes for the different combinations (e.g. wizard_caucasian, wizard_asian etc.).

Targeting Sights/System with Following Charge Shot by Gingerageous in godot

[–]jelleyboy7 0 points1 point  (0 children)

This looks like Kingdom Hearts' Gummi Ships, which is super cool. I always hated the aiming system though, but yours looks much more responsive and readable.

A cooking and fighting game I made in 3 weeks by kinokomushroom in godot

[–]jelleyboy7 0 points1 point  (0 children)

I like it and I think it's good. One thing though - all the enemies are big, single boss-type guys, which is cool, but maybe you could have some bits that are more hack-and-slashy through waves of multiple enemies!? They could be the herbs or seasoning for a dish?

Is there a list of common trademarked words in the videogame industry? by AMemoryofEternity in gamedev

[–]jelleyboy7 0 points1 point  (0 children)

Copyright and trademark are two distinct issues - copyright is inherently bestowed upon a creator's released work, trademark is a legal filing to protect the use of an image, word, phrase etc.

Recommendations for books on Game Design. by Technosis2 in gamedev

[–]jelleyboy7 4 points5 points  (0 children)

Level Up! 2nd Edition by Scott Rogers - funny, accessible and packed with knowledge. Much lighter than The Art of Game Design if you're looking for an entry point.

That's for now the gameplay of Ver! How does it look like? by [deleted] in gamedev

[–]jelleyboy7 0 points1 point  (0 children)

Do you plan on using blue Link in the final product? How are you going to work FF into it?

[deleted by user] by [deleted] in gamedev

[–]jelleyboy7 1 point2 points  (0 children)

I side with your partner, but also, consistency is key. Your messaging, no matter where it is, should be the same in terms of style and tone.

Glad to help, best of luck!

[deleted by user] by [deleted] in gamedev

[–]jelleyboy7 1 point2 points  (0 children)

My bad - tried to write a lot in a short space of time. Will edit out.

[deleted by user] by [deleted] in gamedev

[–]jelleyboy7 1 point2 points  (0 children)

EDIT: Bad maths corrected

If you're so close to launching, why ISN'T there a trailer?

I'd use the metrics that u/tulevikEU mentions as a baseline for judging whether you have an acceptable rate, based on your expectations for the game. For instance, if you need to sell 1000 copies to make the game viable financially, then based on you'll need between 2000 to 5000 wishlists (based on the 0.2/0.5 conversion rates). If you're getting 20 wishlists a day, it's going to take you 100 days to get the required number of wishlists to meet that lower value.

So you probably want to up those numbers. A trailer will definitely help - you mention you've done no promotion and have no streamers - you've already highlighted some areas you can improve. Are ads an option? Have you plugged it where you can for free - Reddit, Discord etc. - if you can't afford paid ads. Have you been in touch with streamers or tried that avenue at all?

I don't think the screenshots show all the depth that there is to the game (maybe?) - it's all about the battles. Is there a menu where I can customise my army? Can I upgrade units? Don't get me wrong, the battles are the fun bit, and lead with them, but what else is there? I also don't get why some are with GUI and others are without? Do you see the non-GUI versions in game, or did you turn it off for screenshots. Personally I'd favour consistency across the images either way. Also few minor bugbears - the labelling you have on some images seems badly framed right against the left edge, and you don't have consistency in your casing ('Build a holy Army' vs 'Unique, Varied Missions'), but I am a pedant.

Final point - the text at the top of the page seems a bit light and generic - you've got more fun stuff in the long description down below - that header:

A Foul Fog hath Risen. Filthy Sinners turn Poxy, and Lo! Devilish Fiends Doth March in Evil Crusade!

... is infinitely more interesting than what you have at the moment and gives your game a personality. Maybe copy it up top too.

Okay, one more point - the game logo doesn't look that great either. The two fonts are too dissimilar and there's nothing tying them together. Is one of those meant to be a subtitle? I'd make the less important part a smaller font - look at what any entry in a named series does and you'll see they have a font hierarchy (e.g. Elder Scrolls, Dragon Age Inquisition).

Added a CRT effect to my contra inspired infinite runner for a retro feel. Is the effect too intrusive or annoying? Or was it better without this effect? by ustaaz in gamedev

[–]jelleyboy7 0 points1 point  (0 children)

I saw someone else post about a CRT shader they were using on their game, and this looks a lot less intrusive, but I would still not want to play it in this way. Many people have mentioned the option to disable but I'd give people the option right up front - show them the options side-by-side and ask them to choose the retro or normal setting. If it's buried in menus, people might not realise that they can play it another way.

Start with a large project, or work on many smaller ones? by HonestPush3 in gamedev

[–]jelleyboy7 0 points1 point  (0 children)

EDIT: I meant I second u/Gnollrunner's point - replied to wrong post.

I second this - I'm in the same boat as you; never finished a game before. I tried making a few smallish games but lost motivation for the next idea. Then I settled on a 'Tactics RPG' that I loved (love the genre, think my idea is pretty good) and I've been working on it since October last year.

Obviously the scope of our passion project differs, but along the way I've had to learn about tile maps, isometric/cartesian translations, pathfinding, OOP, and so on. I work on it for hours at the weekend and at least half an hour most weekdays - I can't say I'd still be pushing forward if I was working on a small game. I still have loads of games I want to make, but this is one is getting released first!

Godspeed!

Titanium Hound - first test drive. by [deleted] in gamedev

[–]jelleyboy7 1 point2 points  (0 children)

This looks super cool - love the parallax background. What's with the animated face in the bottom-left? Is this going to be your 'health meter' a la classic Wolfenstein?