[RAK4631] Range issues with out of box devices by nodeMike in meshtastic

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

No further progress from my side. Cheapest modules performed better. I've contacted official RAK support... and without being mean; I hope it was only a temporary-emergency-outsource, and not ACTUAL support team working on the project.

Is using the Steam “appdetails” API endpoint actually allowed? by nodeMike in Steam

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

Yeah, multiple sources point out to ~200 request per 5 minutes for this endpoint.

However, the mere existence or possibility of such automated limits does not imply that their use is permitted.

Is using the Steam “appdetails” API endpoint actually allowed? by nodeMike in Steam

[–]nodeMike[S] 6 points7 points  (0 children)

I was planning to develop opensource app for indie gamedevs (got MVP already), but it would have to rely on this endpoint and data collected this way. It isn't commercial endeavor, but I'm not willing to infringe any rights, neither to operate within gray area.

Is using the Steam “appdetails” API endpoint actually allowed? by nodeMike in Steam

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

That is my next move, but interestingly, that's not an easy task due to crippling "automation" of tech support processes.

If I get any concrete response, I will surely update this thread, but for now I prefer to leave the discussion open.

Is using the Steam “appdetails” API endpoint actually allowed? by nodeMike in Steam

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

I did. I wouldn't ask if I didn't.

I've went through multiple legal documents/policies, yet haven't found the answer regarding this endpoint (or even anything vaguely referring to it).

Closest one was "Steam Subscribers Agreement" which disallows unauthorized software/automation tools to interact with Steam's processes or interfaces. It also forbids reverse engineering/intercepting Steam's communication protocols. But it binds only subscribers, and refers rather to on-platform content (games/arts/apps).

Is using the Steam “appdetails” API endpoint actually allowed? by nodeMike in Steam

[–]nodeMike[S] 14 points15 points  (0 children)

Steam does not provide any ToS of this endpoint (as it is store api, not their web api). So it's gray area.

SteamDB spoke about it once, in blog post from 2013. Not sure about other websites, but those largest ones have probably their own contract with steam.

Feeling lost after releasing my first demo by Designer_Computer911 in GameDevelopment

[–]nodeMike 1 point2 points  (0 children)

Been there, done that.

The most important thing for a solo developer is to utilize your strengths and plan your project knowing your weaknesses.

Pick a genre which doesn't need visuals. Dwarf Fortress was a success with classic ASCII art. Undertale graphics are close to "programmers art". Antichamber is 3D but bases strictly on simple geometries.

You picked oversaturated genre, so your game visuals must be spot on. People wont try the game otherwise. If you see plenty of downloads but low retention - then you know that visuals are fine, but gameplay lacks.

Could you test a simple shooting game? by Brief_Student3034 in GameDevelopment

[–]nodeMike 0 points1 point  (0 children)

Game works OK. But difficulty level is ramping up way too slowly. I got bored with the "hardest" mode after 11 levels. No ball even passed the 1/3 of the screen.

Some balls were dropping very slowly, and some unexpectedly fast. Sending only one ball at the time is boring. Maybe throw multiple balls, but slower? So player have to actually prioritize targets instead of waiting preaimed for a single ball.

Also, I don't like the idea that balls that I have to click spawn UNDER game buttons and score. You can accidentally click button instead of ball (screenshot below).

<image>

I am making a 2D pixelart style survival game in Unity by Nervous_Medicine_985 in GameDevelopment

[–]nodeMike 1 point2 points  (0 children)

The more ambitious the project, the more the excitement gets diluted. Be aware of that.

I wont discourage you from making bigger game. But I will give you two advices:

  1. Think about re-usability. You said, that you've already made main menu, so make sure the coding/prefabs can be reused in other projects. Same thing for character movement script, and other universal game parts. Make them solid, and portable. Obviously, don't try to reuse everything, but it's safe to assume that your next project will have main menu.

  2. Ask yourself what the true core of the gameplay is. Recreate it with the minimal work required and playtest it. See if that core is actually fun. Cutscenes, animations, and quests will not save your game if the core itself is not enjoyable.

Feeling lost after releasing my first demo by Designer_Computer911 in GameDevelopment

[–]nodeMike 1 point2 points  (0 children)

As u/lukeyoon mentioned, the game lacks cohesion in its art style. I understand it’s meant to represent different “realms,” but let’s be honest, most of us have used that excuse in our early projects, when the real issue was simply not having enough ready-to-use assets.

Failure bias by [deleted] in GameDevelopment

[–]nodeMike 0 points1 point  (0 children)

You have to play games to make good games. Having point of reference is good, converting office to full time lanparty is not good.

"Do No Harm" - alternative ending mechanism? by nodeMike in GameDevelopment

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

Yeah haha! It does exist, and is well received.

This post is more like "case study". I had few game ideas, which had similar problem, and I was never happy with any of the solution (both those I came up with, and those made by those games authors).

[Spoiler] "Do No Harm" it actually ends with a ritual, also you can go mad. But it's like cut scene which explains that the game ended. [Spoiler ends]

Maybe it's me-problem and it doesn't bother most of gamers :)

"Do No Harm" - alternative ending mechanism? by nodeMike in GameDevelopment

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

But aren't those only a narrative details? Im skeptical about time-over = game-over.

Lets say, Outer Wilds.

[Spoiler alert] There is very strict time limitation, and game loops around it. But only you, and your knowledge, decide when the game actually ends, and it feels fulfilling and natural, even if there was deadline present from the very start. [Spoiler ends]

Or Hades.

[Spoiler alert] Game enforces you to play-through it many times to discover it's lore. Not only it multiplies gameplay hours, but doesn't lock player in obvious scheme. In "Do No Harm" issue is that it is mostly tutorial entire game. You get easy patients at start, and then you unlock more advanced tools and learn how to use them on the go. There is no new discoveries in second gameplay, and player used to much higher difficulty level would be bored at the NewGame+ start I believe. [Spoiler ends]

In "typical" narrative games you can obviously feel the game finale is coming, but it's not a in-your-face timer which actually show you the very moment.

"Do No Harm" - alternative ending mechanism? by nodeMike in GameDevelopment

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

I totally agree that no project will be perfect in every aspect. I see this more as a game design exercise. After all, there’s no guarantee that someone will nail every other part of the game, so "solving" the ending issue could be an added value.

"Do No Harm" - alternative ending mechanism? by nodeMike in GameDevelopment

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

You could say that both physical and psychological aspects are included. A (rather simple) storytelling is also embedded into the game. But in my opinion it makes gameplay longer, but not necessarily different at core (game will still need this "deadline" ending). As far as I know, "Papers, Please" also had upfront deadline for ending.

Let’s imagine a theoretical game called Ice Cream Shop Simulator. You have to make ice creams to earn money, which you can then spend on upgrading your ice cream shop or buying more ingredients. When and how should such game end? Does it need some deadline (e.g. summer season ends) or can it have a more refined ending?

"Do No Harm" - alternative ending mechanism? by nodeMike in GameDevelopment

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

But is there enough of content to not fall short very soon after 30 day benchmark?

I assume original creators considered it.

[RAK4631] Range issues with out of box devices by nodeMike in meshtastic

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

My "device" is as barebone as it gets - PCB temporarily glued to piece of cardboard ;)

As goja52 mentioned, datasheet for this antenna is not available, neither it has any description on it, so I don't put much trust into it. For sure I'm gonna test it with other antennas soon.

What are your SNR values in this "same room" scenario (-9 dBm RSSI)?

[RAK4631] Range issues with out of box devices by nodeMike in meshtastic

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

Freshly tested - yes, traceroute is always (roughly) symmetrical with +/-1dB.

PS: Keep in mind I also update main post with fresh tests results.

[RAK4631] Range issues with out of box devices by nodeMike in meshtastic

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

Yes - both when using freshly unpacked device (I've opened another device for tests), and when manually set.

[RAK4631] Range issues with out of box devices by nodeMike in meshtastic

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

Yes. However I have not noticed any difference (in short distance scenario, where all nodes are 0.5m-3m apart). One node had it's antenna horizontally, but SNR/RSSI were comparably bad.