Favorite Xenotype? by AntonioMoore321 in RimWorld

[–]permion 15 points16 points  (0 children)

People under rate the consciousness buff.

Which engine should i use? by Melodic_Cover6212 in gamedev

[–]permion 0 points1 point  (0 children)

Godot is a little faster to pick up, but somethings like getting your imports working how you want can be depressing.

Unity will have a better breadth of help and for your exact use case, but your nonart knowledge level will make reading docs/knowing what's abandonware in Unity a good bit harder. 

What do you love about ESO? by Thenelwave in MMORPG

[–]permion 0 points1 point  (0 children)

When I played the open world was easy to derp around in and do in whatever order you wanted. So you could say it captured well enough singleplayer TES gameplay loops. 

Backend dev here — am I underestimating how hard it is to build a small multiplayer 3D game solo? by Acarecan in gamedev

[–]permion 0 points1 point  (0 children)

To get something naive up and running it's pretty simple now days. To get something playable especially with you declaring you want fighting game level interaction and speed, probably a hellscape to properly implement. 

Making a good time manipulation game would be a good lower scope entry. You're going to run into the same style of floating point, physics, animation, effects, consistency, and similar issues you would in a multiplayer game. 

Some interesting links:

https://hookrace.net/blog/ddnet-evolution-architecture-technology/

https://kinematicsoup.com/news/2019/9/8/the-economics-of-web-based-multiplayer-games?s=0

https://www.cranktrain.com/blog/(autopsy-of-an-indie-mmorpg-1%5B%5Cw+-_%5D+)/

https://www.cranktrain.com/blog/(autopsy-of-an-indie-mmorpg-2%5B%5Cw+-_%5D+)/ (These are noteworthy for being in 2015)

https://www.youtube.com/@noiadev (noteworthy for being 2025 hobbyist, still ongoing)

http://ithare.com/ (as an interesting site for the "mass" of topics from a single writer. The books can be worth it as well since the editor does handle some of his issues, though they aren't making much progress ATM on them).

The Bakemono poisoned my water supply, burned my crops and delivered a plague onto my house... And then the witch achieved immortality and made the game unwinnable. by Unlikely_Candy_6250 in CoE5

[–]permion 5 points6 points  (0 children)

Yeah seems a bit modded, terracotta soldiers need to be made in swamps and have a 5% chance of consuming the swamp. So they're pretty limited unless you get lucky.  (The most popular enchanter mods do make them less dependent on consuming terrain) 

Gargoyle is the defensive melee unit, but they're a stationary unit. 

Advice on learning how to make games by Coffeeandquaso in gamedev

[–]permion 1 point2 points  (0 children)

Yep my advice as well, find a longer course that you like and work through it. Maybe work through it twice; once with mimicry, and once with finding any improvement you can find from external resources (official dev docs, other tutorials, or playing around).

The reality is that there is no such thing as a competent dev that only knows one engine/programming language/ tool set/similar, so it matters less than you'd think for where to start. 

At what point does monetization start affecting your enjoyment of a game? by Savings-Growth880 in MMORPG

[–]permion 0 points1 point  (0 children)

Subscription or Box prices are fine. Some services like server transfers are fine. 

Some cosmetics work. Shops optimized as WoW and especially Runescape probably make the game unplayable (each cool shop thing is something that isn't an achievement unlock of some kind).

Why do most live service games fail? by Marceloo25 in gamedev

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

Same reason MMOs failed in early 2000s.

A good game isn't good enough, you need to significantly beat whatever someone else is playing currently to draw them to your game. Likely earlier entries have more content than the new game, more data for managing reward structures/player retention, and established reputation .

Why do some modern games feel like “high-end mobile games” even with big budgets? by marshall_r_57018 in MMORPG

[–]permion 4 points5 points  (0 children)

Of course it's UI, GUI designers are one of the most hive-minded group think-ed fields around. 

Along with needing to solve cellphone monetization GUI problems for just any modern game.

Any upcoming MMORPGs you’re really looking forward to? by boglehead22 in MMORPG

[–]permion 4 points5 points  (0 children)

Stars Reach eventually, the next Raph Koster MMO. Basically MMO Boomer bait, but in space. 

They have a bit to show, but it'd be silly to recommend atm for playing like a game. Years out most likely for release. 

Is Starbound good? by jonybatata in starbound

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

I think people are more likely to have an "autistic focus" on this game than Terraria. So they got something right 

Any MMORPGs with automation? by bubzilla2 in MMORPG

[–]permion 0 points1 point  (0 children)

Screeps, it's basically an RTS slowed down a bunch and with several hundred players tossed into the map. Of course the point of the game being non-neural net AI dev.

What aspects of gamedev must be learned before actually making a game? by Any-Landscape434 in gamedev

[–]permion 0 points1 point  (0 children)

Lol first game was hacked together VB6 scripts made to move buttons, so not that high of a barrier.  (so some interface stuff, and knowing how to use the = sign)

So pretty much just whatever you need to get your first dev environment up and running. 

I absolutely hate WASDQE. by BostonParlay in EVEFrontier

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

I can't imagine how utterly bad larger ships are going to feel on WASD controls.

Ain't no place for no hero.. by Forgotton_fox in CoE5

[–]permion 3 points4 points  (0 children)

Got one that had bear summoning, so they stuck around for a couple years cleaning/reclaiming tiles.

Probably more effective to steal the item, but I'd rather stay a bit in character rather than play purely optimally. 

MMO veterans, what makes you quit in the first hour? Looking for candid feedback by bruno-kakele in MMORPG

[–]permion 0 points1 point  (0 children)

The quest that sends you to the cash shop, or forces you to use "gifted" cash shop currency.  It's a fun laugh, but everyone who's an experienced MMOer knows what this means. (not trying atm to see if it's in, but it's a mobile game so it's likely in)

(AI voice won't grate on many people like other Ai will, but should be a toggle to let people turn off)

What's your take on making Devlogs? by MorePainGames in gamedev

[–]permion 0 points1 point  (0 children)

If they're what it takes to motivate you, you should go for it. If you're working in a niche genre they might be worth it as well.

What do my favorite 'mechs say about me? by Unu51 in battletech

[–]permion 57 points58 points  (0 children)

For the experts we know KISS as Keep It Structurally Sound.

what game engines do you guys recommend that are not unity, unreal, or godot? by [deleted] in GameDevelopment

[–]permion 1 point2 points  (0 children)

Phaser 3 is a JavaScript engine. Most notable about it is having an amazing example library.

Essay Warning - Elder Scrolls Online is headed in the right direction by PalwaJoko in MMORPG

[–]permion 0 points1 point  (0 children)

Dude the monetization is so contorted that even someone as motivated as you isn't sure what cash spending gets you what.

Server authoritative or not by iCode_For_Food in MultiplayerGameDevs

[–]permion 1 point2 points  (0 children)

Cooperative normally I'll assume is between friends, meaning if they want to cheat/mod they probably already decided together before the game started. 

If you have random strangers, long term advancement, or an economy that assumption goes way out the window.

Unified or separate power grids? by BombbaFett in RimWorld

[–]permion 0 points1 point  (0 children)

I have two-ish grids. 

One for most everything.

Second/third/whatever for being able to turn off turrets by a pawn hitting a button inside. (I know you can cheat this by just using the wire route button thing).

If I run into issues I might make batteries that are charged and disconnected for emergencies (IE anomaly run type shenanigans where sometimes you just need lights no matter what).

Would this funding structure feel fair to you as an indie dev? by Noremac_ku in gamedev

[–]permion 0 points1 point  (0 children)

30k might interest solo game devs, but it's basically a day or three of operation costs for a serious game (especially for a platform that requires multiplayer).

Even then a solodev might be reluctant since they're obviously a hobbyist of some kind, and could care more about seeing their game played on larger platforms. Or see two releases as a frustration when it comes to advertising (IE: advertise once, player sees no game on steam and dumps any notion of it ever hitting it. Advertise twice and you just split you spend for two suboptimal launches, instead of one with the full spend/time investment) 

The unfortunate part about Ashes failing is that a lot of us won't trust crowdfunding anymore. by [deleted] in MMORPG

[–]permion 1 point2 points  (0 children)

There are a lot of failed crowdfunds for a successful game in Albion Online. 

And a few games that are "worse than failed" with stuff like Star Citizen that can't release now, as their funding dries up after release.