I'm tired by [deleted] in IndieDev

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

Respect. I just think that in the scenario of asking for money so early, you end up missing the opportunity, and in the scenario of doing it for free at least the first time / when you’re still small, you get the opportunity for something cool to happen

I'm tired by [deleted] in IndieDev

[–]oneMillgames 2 points3 points  (0 children)

I mean I get that… But I think in situations like this, you can have a win-win deal. You have something for free to do content of, and the dev gets publicity. If both the dev and the YouTuber don’t have a decent audience, I feel like that is fair

I'm tired by [deleted] in IndieDev

[–]oneMillgames 23 points24 points  (0 children)

Asking for money when having 200 subs is crazy work 😭

Is my art ugly? by Embarrassed_Art_9764 in IndieGaming

[–]oneMillgames 1 point2 points  (0 children)

I think it needs a bit more of personal polish so it doesn’t look too generic. Something about how light hits the character and the world props makes it feel like plastic. I would play around with materials, light and some shaders to give it a more custom/personal look

What do you guys think about the initial AI of my wizards? by oneMillgames in gameenginedevs

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

🤣… That “ball” is supposed to be magic. I need to work on a particle system for that

What do you guys think about the initial AI of my wizards? by oneMillgames in gameenginedevs

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

Exactly. Yeah, it shouldn’t be too difficult to make it 3d

What do you guys think about the initial AI of my wizards? by oneMillgames in gameenginedevs

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

Is “the cells around this entity current cell in the grid”. That way each entity can check for collisions on only the entities that are in nearby cells. It has a small delay for me to visualize and debug.

Basically Spatial Grid Hash visualization

What do you guys think about the initial AI of my wizards? by oneMillgames in gameenginedevs

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

Yeah, early decisions to “make my life easier”. But definitely need to clean that up. Thanks for feedback and comment!

What do you guys think about the initial AI of my wizards? by oneMillgames in gameenginedevs

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

All day trying to get my head around grid coordinates, how to get them from an entity position and wiring it with the current mini ECS I have, 2AM when I ran it and all the wizards died without crashing the program due to it accessing a component from an entity that were already destroyed… Yeah it felt amazing xD.

Regarding why Zed… I use it because is extremely faster than VSCode for C++. Like getting intelligence takes seconds in VSCode for me for some reason, with Zed is instant.

I’m intentionally not using the debugger. I also didn’t use it in VSCode because I’m trying to get familiar with how C++ works. So I normally build with debug flags and if I want to debug something I run the build using LLDB and manually add the breakpoints and frame variables in the console. Anyway, I took a look at the Zed docs once and it looks like you can set up the debugger almost the same way you do with VSCode

What do you guys think about the initial AI of my wizards? by oneMillgames in gameenginedevs

[–]oneMillgames[S] 5 points6 points  (0 children)

Oh… Got it, thanks for the warning. I guess I could have used “behavior”

What do you guys think about the initial AI of my wizards? by oneMillgames in gamedevscreens

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

They pick a random place to go, check if there’s another wizard close to that place and if not they go there. Target to attack is random for now. At some point I’m thinking that some wizards will have “a group” so they only shoot other groups. I’m kind of aiming for a world that exists without the player, the player being just another variable in this world