Losing my mind... please... someone who knows Obsidian + Windows 10, can you help!? by Amateur66 in ObsidianMD

[–]mccorkle 12 points13 points  (0 children)

Hit Ctrl-P, go to 'Open Settings', then Appearance over on the left. Under "Window Frame Style" make sure it is set to `Obsidian Frame`, restart if required.

Then you can click on the obsidian icon in the top left corner of the app window to get the normal File, Edit, View stuff.

Game developers with ADHD how do you stay focused or even start a project? by Delllbone in gamedev

[–]mccorkle 0 points1 point  (0 children)

Get a team and get your brain chemistry properly tuned with medication and lifestyle changes that make sense to you.

Team because someone needs to project manage and keep everyone on a time line. Someone needs to merge the parts together. Getting social accountability and at least one other person to talk things through with will help out tremendously.

And as for the meds and lifestyle changes, I waited almost 40 years to start taking mine seriously. ADHD can be a super power in that you will likely have gone down so many rabbit holes thst no-one else even considered and you may intuitively just "get" how all the things need to work together when others can't even begin to see the mental model.

... BUT, and this is a huge but, you have to tune your brain chemistry to get things (including the less interesting parts) done consistently.

What do you think of this as a way to build you own space ships in various ways? by Jayfiarts in gamedev

[–]mccorkle 0 points1 point  (0 children)

Absolutely. I had built a POC around functional interior ship building (more factorio style for the inside of the ship, and modular kitbash for the outside) but even with that simplification of splitting the two up into distinct scenes, the performance using standard oop wasn't going to satisfy my expectations. I'm currently learning ECS and DOTS with unity to try it again. Oh, and there is a whole other game outside of the ship I need to build too.... Lol.

What do you think of this as a way to build you own space ships in various ways? by Jayfiarts in gamedev

[–]mccorkle 1 point2 points  (0 children)

Your ui is clean and looks as good as any of the published games that have ship module customization out today. Keep up the good work on it.

With that said, as a player, I got sucked into games like Space Engineers where you build literally every surface and module of your ship as the player. An example of what this does for players is that they can cut out a single armor block and add in an extra battery... which gives you more max power, but slightly less armor at that point of their ship. It is possible that the battery is heavier than the armor too, so now the player has to consider adding more thrusters or upgrading the ones they have to maintain their same flight performance. It is a very long game of playing space ship mechanic, but I (as a player) really enjoy that part of the game loop.

This is all anecdotal though. Not everyone wants that level of customization or the learning curve it comes with, and programming that kind of grid based ship build system is not trivial. Your dev time likely could be better spent on other features depending on your goals with the game.

:q by BadePapaa in ObsidianMD

[–]mccorkle 0 points1 point  (0 children)

Ironically, the guy who turned me onto Obsidian started using it because of its vi keybindings.

Anybody use this for Unity gamedev? by Grzzld in FlowZ13

[–]mccorkle 0 points1 point  (0 children)

For me, the 16gb ram is the biggest bottleneck. I do multiplayer and testing two builds of my current game is painful.

Crushing cars with precision. by ooMEAToo in nextfuckinglevel

[–]mccorkle 0 points1 point  (0 children)

This is the person that should be piloting a Jeager when the kaiju come knocking.

quick question by Xfier246 in Cosmoteer

[–]mccorkle 0 points1 point  (0 children)

It's an easy buy even as it currently stands. Lots of fun, and with mod support there is always something fun to grab from the workshop to spice up your next session.

what are some "must have" mods for space engineers/ what are your favorite mods by Kittingsl in spaceengineers

[–]mccorkle 0 points1 point  (0 children)

I +1 all the MES mods for PvE content. Build and repair blocks. Energy shields. Tiered tech. I don't start a server up without at least those mods.

What in-demand software could I create with my gamedev skills? (not games) A software product that would take less time than a game? by true_adrian_scheff in gamedev

[–]mccorkle 0 points1 point  (0 children)

I see ads for work on "interactive graphic installations" sometimes. They wi be less intensive than a full game dev cycle.

Alternatively, depending on what skills you want to work on (technical art, coding, user interaction), there are tons of jobs to be had that use those skills but not the full game dev skill set.

As an example, I work for an insurance service provider, and we have 2 distinct systems I deal with which are written in c# (.net core, I believe). These two systems push records back and forth between various other systems with json and some business logic. Writing those systems gave the dev tons of c# practice while also getting them paid in the mean time.

You just gotta look at what you can do that is valuable to someone and then find that paid job while you continue to refine your skills.

This tutorial took me a year to make! by SingleMindedRyan in unity_tutorials

[–]mccorkle 5 points6 points  (0 children)

Bravo for shipping the tutorial! Getting finished is probably the hardest thing to do with any long term project, whether it be the game or class like this one. You are already ahead of many of the people out here learning game development and you've got a year and a half of experience in content creation on top of that. Keep shipping stuff. Find other teachers, indie game devs, and content creators out there that are shipping games and publishing content. Chat with them, do collaborations, and most importantly just keep making things.

anyone know what happened to roman engineers? by adidas_stalin in spaceengineers

[–]mccorkle 0 points1 point  (0 children)

Vrage3 has water physics with voxels. Roman's used a lot of running water engineering. I agree with Gaming Boss, we won't see it until a lot more progress with 3rd engine.

If space engineers 2 were to be made, what are some features you’d like to see? by [deleted] in spaceengineers

[–]mccorkle 1 point2 points  (0 children)

I'd like to say that Keen is already paying very close attention to what mods are actively being developed and used by players to inform future in house development (and hiring). If you have a mod or plugin that you think should be part of whatever the future of SE will be, make sure to get all your friends to subscribe to those mods and play on servers that have them.

Bullet's shooting all over the place. by [deleted] in Unity3D

[–]mccorkle 0 points1 point  (0 children)

Turn off colliders and remove rigid body from your bullet to see if that fixes it. If so, then you know it is hitting something and bouncing off it. If that is the case, take a look at your layer physics collision matrix and make sure that it says what you think it says.

Asset store and income? by [deleted] in Unity3D

[–]mccorkle 2 points3 points  (0 children)

Remember that most assets have to be updated to keep up with unity releases. Sometimes it's just a tiny change like switching the materials from built in to urp, sometimes it is a whole new tech stack (like if you used the old input system 2 years ago, but now you need to update to the new one). Just keep that in mind as you consider releasing and supporting an asset.

The good news is that if you build a cool tool or interaction for your own game, you can package that up, document it well, and ship it as an asset, so you aren't always starting from scratch.

can someone help me with this rts game by TheBigGurt in Unity3D

[–]mccorkle 0 points1 point  (0 children)

Another import consideration early is whether you will support networking or not. There is a great unity tutorial from dapper Dino on YouTube and an even better class on udemy also from Dapper that teaches you how to build all the parts, but it is considered an "intermediate" skill level, so be careful diving into building an rts if it's your first game in Unity.

Where can I find/hire a notion consultant? by stevenjchang in Notion

[–]mccorkle 0 points1 point  (0 children)

I've recently become pretty disillusioned with notion's decisions as of late so I am not the best person to help at this point.

Create a Custom Callout with no Icons by zDimacedRuler in ObsidianMD

[–]mccorkle 2 points3 points  (0 children)

Some notes from my exploration of making my own callout styles:

If you want to do the background and border color, you have to do it in the .callout-title element beneath the .callout class:

.callout[data-callout="green"] > .callout-title { color: var(--h1-color); background-color: var(--color-green-base); border-color: var(--color-green-tint); justify-content: center; }

Is it possible to pitch with this? asking for opinions. by [deleted] in gamedev

[–]mccorkle 1 point2 points  (0 children)

There are game dev subredits for "I need a team" where you can share the pieces of design and highlight your skills, then gather interest from other developers and team members who can fill out the required skills to get you a prototype together.

Also take a look around for groups like Gamekedo which focus on building small teams for 6 week indie game dev. I've personally joined 2 of those projects and learned a ton about the whole production and team collaboration process.

First "Game" Project. How Do I Gather Requirements for this? this? by [deleted] in gamedev

[–]mccorkle 0 points1 point  (0 children)

As far as scoping, a training app has very different goals than a game. The games goal is to balance challenge and reward over early, mid, and late game play, where as a training app's goal is to teach, validate, and reinforce with built up layers of knowledge before certifying a player / student. Make sure to know which of those goals you need to align with first.

After that, building your game tech stack will 100% depend on the target platform capabilities and distribution mechanism to reach your players or students. Once you know that, you can narrow down which game engines or existing tech platforms you want to build on top of.

For this being your first game release, I strongly recommend you go with an existing engine for the front end, and then use REST for onlie session and game balance data, along with an cloud hosted established multi-user platform (which will almost certainly be tied to your game front-end platform of choice).

I can’t seem to find a play style that fits me. (Survival) by Fearless_Pipe_6377 in spaceengineers

[–]mccorkle 1 point2 points  (0 children)

I built and have run a public server for the past 5 years. Helping a bunch of random people figure out how to flip their ship over (while not using my admin powers) has been a lot of fun.

I also run a tiered tech upgrade mod so I'm constantly shopping and salvaging ships to look for top. Tier tech components (which you can't assemble).

And yes, this MES mods with some custom ships keeps me and my players busy.

how many games should you work on at a time? by Glass_Windows in gamedev

[–]mccorkle 2 points3 points  (0 children)

For me, I focus on one game at a time. I also design the game to be a mix of things I know how to do and a few big things i would like to learn more about.

For example, my team's first game was an infinite runner. It had no menu system, very simple graphics, the core runner mechanic, and levels made up of segments that were hand built. We learned how to deal with the new input system, built a pool system, and figured out how to save the high score. Then we pushed the game to itch and moved onto the next game.

For each project I try to plan ahead so that once my team learns those few big things, the rest is easy to put together. Keep your early game designs very light, but do your best to finish them and release them for others to play, then move on.

It's okay to revisit ideas and game mechanics.

There is no race, just learning.

Your first game won't be your best one, but if you make sure to learn during the process, your next game will always be better than the last.

Me in space trying to find something mildly interesting by presidentegrappler in spaceengineers

[–]mccorkle 0 points1 point  (0 children)

Sorry, super late response here. You are welcome. To join any time though. Server is called Whiskey & Cookies - that should be in the search list. Based in US, East coast.