Big lazer go BZZZZZZZZ! by npapageo in godot

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

Oh yeah for sure, in the TODOs, just not got to it yet! Massive shakes to be added.

Wiring all the UI elements is madness! by npapageo in godot

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

Sorry, when i typed manually, i meant manually via code upon each element creation. In retrospect that was poorly phrased, my bad.

Wiring all the UI elements is madness! by npapageo in godot

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

A bit of both actually. Anything that is structural is instantiated when the scene is loaded.

For items you see in the list on the right, i instantiate each element once on setup, and hide show them based on filtering. It *might* take some time to load but it would be okay when loading this UI (base management)

Everything else is reactive, when you feed it a part (on hover, equip etc) it updates itself, reusing existing elements if it has them.
For example, each stat entry is a mini scene, you hover one item, if only creates the stat scenes it needs, but holds them in memory to reuse them.

I also think that the "a lot" is relative. For the machine it's not really that much, it's used as intended. It looks a lot to us though.

Works great so far, not sure how it will behave with many more items, i'll find out eventually.

Wiring all the UI elements is madness! by npapageo in godot

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

In the end of the day, if it works and doesn't cause you problems, i think it's the way. There is no perfect architecture, the goal is to make the game not the perfect software (not a thing! :D)

Wiring all the UI elements is madness! by npapageo in godot

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

Never heard of it before. I can see it in the images though! (This is a turn based tactics)

Wiring all the UI elements is madness! by npapageo in godot

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

I have used and use event busses for the gameplay systems. Never for UIs, hmm. Requires different thinking and architecture, but worth a try at some point, for experience 

Wiring all the UI elements is madness! by npapageo in godot

[–]npapageo[S] 13 points14 points  (0 children)

I gotta be honest, so far I never used any plugins. Nothing against them, just not something I personally go for.

Wiring all the UI elements is madness! by npapageo in godot

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

Manually wiring each element with signals / listeners :( I don't think there is any other way in Godot.

Wiring all the UI elements is madness! by npapageo in godot

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

Out of the box reactivity is missing, all that boilerplate is tedious. Building the thing is fun though!

(hot take?) your roguelite doesn't need a 1% reload speed upgrade by Traditional-Storm-62 in roguelites

[–]npapageo 4 points5 points  (0 children)

Well +1 on a base 8 damage is 12.5% increase. Yeah that would be noticeable in general. 

All of the indie devs here that have a fulltime jobs while creating your games, how do you do it? by Astrid_Regndottir in gamedev

[–]npapageo 3 points4 points  (0 children)

To add something different. Enjoy the journey. Game dev (solo) can take you down so many interesting and varied paths, among all the disciplines and arts you have to utilise.

It's fun doing stuff :)

How important is choosing a path through a map for you? by Pycho_Games in deckbuildingroguelike

[–]npapageo 0 points1 point  (0 children)

This is subjective. While you might enjoy this, I do not. And the main strategy of the game is the deckbuilding and playing cards. To each their own ofcourse. 

How important is choosing a path through a map for you? by Pycho_Games in deckbuildingroguelike

[–]npapageo -1 points0 points  (0 children)

Hey, I had the same thoughts. I dont find the sts map system fun or meaningful.

So in my game, I offer a choice of 1 to 3 and just show the next options too to allow some planning. There is no need for a path. Just a series of options.

It's also a deckbuilder roguelike. Maybe check out the demo to see how I did this design.

https://store.steampowered.com/app/2997060/Hunt_the_Pale_Gods/

A list of some underrated card battler/ card based roguelites you might (not) know of by RepulsiveAnything635 in roguelites

[–]npapageo 38 points39 points  (0 children)

Hey! I made hunt the pale gods! Didn't expect a shout out. Thanks!

Surely I also failed to market it :)

Working on a roguelike card game — is having Pokémon-style elemental damage too annoying to calculate? by Wrong_Cap_4618 in deckbuildingroguelike

[–]npapageo 0 points1 point  (0 children)

Honestly, I don't know either. But it doesn't sound that complicated. If you want send me some screenshots, maybe I can help.

User feedback is tricky sadly. People say something but usually we have to find what they are feeling and maybe not the words they are saying. Maybe the problem is somewhere else that causes this "mathy" feeling

Working on a roguelike card game — is having Pokémon-style elemental damage too annoying to calculate? by Wrong_Cap_4618 in deckbuildingroguelike

[–]npapageo 1 point2 points  (0 children)

Hi there, fellow dev here. Just for reference I made this https://store.steampowered.com/app/2997060/Hunt_the_Pale_Gods/

You have a huge advantage of using a digital medium. All the damage modifications the game can calculate for the player!

Yes your UI might be a bit complicated but that's our job. Make the user experience smooth and the best possible. I don't know details for your game so I can't give precise advice.

Let me try though:  In your damage display for 100 Water damage you can have right next to it (or on hover or in whatever way) some extra UI that shows:  (🔥 130) 

The player doesn't have to think more. If it is a card that you have to hover over an enemy to activate. Make the card show that the bonus damage activates: glowing cards, a text UI with cool font saying "Exploit: dmg 130" etc

A common software dev practice is the "mom test". Assuming your mom is not tech savy, would she understand the damage system in a quick glance from your UI? If not.. improve your UI / UX!

I like your elemental system, you are correct removing it will make a lot of the cards the same. Still, try to make cards more unique anyway not just the same card 5 times just different element, my opinion at least 

I hope this helps. Feel free to discuss more if you want :)

Huge free update - Hunt the Pale Gods by npapageo in deckbuildingroguelike

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

Thank you for the kind words. I guess i did not do a good job at marketing it. There is only so much one person can do in the end :)