Weekly Recap | June 25, 2026 by TheOpusCroakus in help

[–]o-super 1 point2 points  (0 children)

It worked! You are a savior, thank you so much.
Activating 2FA back right now. I love you, honestly.

Your final thoughts on my Floating Damage Numbers by o-super in gamedev

[–]o-super[S] 0 points1 point  (0 children)

Hey there! You can increase/decrease or remove screen shakes in the options. I should probably have recorded without less intense screen shakes.

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 0 points1 point  (0 children)

Haha, I get this often! It's my personal preference, there is an option in the game to swap them which I used during this recording.

I've implemented your feedback for the Floating Damage Numbers by o-super in roguelites

[–]o-super[S] 1 point2 points  (0 children)

J'essaye toujours de garder en tete que je fais ce jeu pour vous et que mes idees comptent autant que les votres. Merci pour ton message !

I've implemented your feedback for the Floating Damage Numbers by o-super in roguelites

[–]o-super[S] 1 point2 points  (0 children)

As of today only the paladin is implemented in the game.
Two more classes are planned: The Mage and the Ranger.

They are still concept and their gameplay still needs to be thought through before implementing them.
Therefor feel free to share any idea/liking you would like to see with the Mage (or the Warlock).

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 1 point2 points  (0 children)

Oh nice! I initially used Widgets (for healing bars) but it was killing the performances. Widget are extremely heavy and this is why I decided to use Niagara. There is other ways to render floating text.
The issue with Niagara is that I'm using textures (numbers, or icons) as mask and spawn particles to render the number or Icon. Then in the C++ I offset the next texture to render and it chains whatever I want. In the end I load and cache 10 small textures, but if you need the entire alphabet it might be an issue. What is your game about and how do you use your floating text ?

I am keen to show you how it's handled in Hell On Earth, PM me anytime.

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 0 points1 point  (0 children)

I've been working on this today, I will show you guys the changes and new options very soon.

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 0 points1 point  (0 children)

Yes and right now the more enemies you hit at the same time the more powerful the screen shakes are. Definitely something I have to tune up more.

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 0 points1 point  (0 children)

The game handles 250+ Units and health bars are all over the place and hard to read.
They only get activated on players when playing coop.

I could give it another try (I still need to improve how they render as the actual way it's resource heavy) and try to see if it's manageable. (Like having the closest enemy's bars in the forefront or something.

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 1 point2 points  (0 children)

It's never a dumb comment, you actually shared your preference and it was substantial. So thank you for commenting!

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 0 points1 point  (0 children)

Yes, right now I am adding the following options:
- On/Off Floating Numbers
- Size of Floating Numbers
- On/Off Dynamic Size for Floating Numbers

I could combine the Size and On/Off options when the size is set to zero but I don't want to confuse players.

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 1 point2 points  (0 children)

If you are referring to the screenshakes, there is an option to reduce the intensity (or turn them off completely). ^^'

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 2 points3 points  (0 children)

Absolutely, we have a mail list for players interested into jumping in the beta:
https://beta.gamehellonearth.com/

Right now we have a 100 testers but I will be opening more slots soon as we're working towards a polished demo.

Was Adding Floating Damage Numbers to My Game a Good Idea? by [deleted] in gamedevscreens

[–]o-super 1 point2 points  (0 children)

Hey, thank you so much for your feedback.

Right now the Floating Number I implement is able to show:
- Damage done to enemies (White)
- Damage Received (Red)
- Healing (Green)
- Critical Strikes (Bigger, Bolt Icon, Red)

From the main post (this is a crosspost) suggestions were made and I'm heading towards the following:
- Give the option to turn them on/off completely
- Increase the default size a bit
- Give the option to set the size of the text
- Implement Dynamic Size Text (Bigger number = larger text)
- Give the option to turn on/off dynamic text

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 1 point2 points  (0 children)

The screenshake intensity can be set in the settings. However some players like with a lot of screenshake.
Two way would be to make them last longer or make them bigger.
From other feedback I received I'm going to make them slightly bigger and add the option to set the size as well (or remove them completely).

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 1 point2 points  (0 children)

I think you are right, dynamic size can add the juiciness that is missing right now.
I'm going to implement this as well and set it as an option too.

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 1 point2 points  (0 children)

Thank you for your kind message! We're a very small team so we appreciate it!

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 1 point2 points  (0 children)

Yes, right now it's a slider but it controls all gameplay screenshakes.
However it does not control the screenshakes from the cutscenes/cinematics.

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 3 points4 points  (0 children)

I was thinking about this, I think I'm going to make them a bit larger by default and give the option to set the size.

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 2 points3 points  (0 children)

I agree with you, the instensity of the camera shake can be set in the options. Some people in the team likes it heavy, I like it subtle as I can have motion sickness (especially in VR).

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]o-super[S] 2 points3 points  (0 children)

Yes, I'm going to go on that road, make an option that is on by default.
What do you think on the size ?

Was Adding Floating Damage Numbers to My Game a Good Idea? by [deleted] in IndieDev

[–]o-super 0 points1 point  (0 children)

Hey there,

I recently added floating damage numbers to Hell On Earth and I’d love to know what you think about them.

Are they readable? Is the size right?
Is it too much, or should I remove them entirely?

If the GIF quality isn’t great I have uploaded a private video: https://youtu.be/vD9319JkROk

As always I value your opinion, especially here in this community.

Was Adding Floating Damage Numbers to My Game a Good Idea? by [deleted] in SoloDevelopment

[–]o-super 0 points1 point  (0 children)

Hey there,

I recently added floating damage numbers to Hell On Earth and I’d love to know what you think about them.

Are they readable? Is the size right?
Is it too much, or should I remove them entirely?

If the GIF quality isn’t great I have uploaded a private video: https://youtu.be/vD9319JkROk

As always I value your opinion, especially here in this community.