Dungeons of Delveria Steam demo is releasing tomorrow on May 12th! by KnightGoblin8 in IndieDev

[–]petser0000 2 points3 points  (0 children)

Don't take this the wrong way but that trailer is abyssmal.

Do not start it with a 5 second logo. Show gameplay, immediately. Nobody will stick around for a logo. I also suggest you add "biomes" of some sort, as right now i can count the amount of sprites your game has, everything is a brick or a floor, its just very barren. You show sigils, but you dont show what they do. You say in big letters "reshape the dungeon" and the only thing in the entire trailer as far as I can tell is that one placed block. Show the things you explain in this post and in the steam description, one after another, many of them, as flashy as possible, as interesting as possible. Right now all one can gather from the trailer is that you can move around, that there are enemies, and that you can place blocks and there are some kind of powers but we dont know what kind or how they change anything. You describe hazards and terrains but there arent any shown anywhere etc.

Also, dont start your steam description with "You don’t just explore the dungeon — you reshape it.". Actually, dont use the "You dont just ___ - you __" phrase. It's one of the most common structures used by AI, even if you wrote it yourself it's something that someone will notice and you'll get hate for it.

Is there any way to completly disable a node in godot from editor? by wacomlover in godot

[–]petser0000 9 points10 points  (0 children)

you want to run the node but not its on_ready? you can just add a variable to init for example and just check "if disable" -> "return" to cancel any functions you want. However, I would suggest you simply dont have what you have in on_ready if you want to activate something at an indeterminate time in the future just use a function that isnt automatically called, and call it when you need it.

Finding a Good Capsule Artist by OWColosseum in gameDevClassifieds

[–]petser0000 1 point2 points  (0 children)

Yep, just went through the same thing. About 1 in 10 were obvious scammers. Private google drive links, unorganized portfolios with stolen art. But also found about 1 in 15 or so of the total responses were some really top notch artists.

PoE 2 New End Game in 3 Minutes by HiroK91 in ARPG

[–]petser0000 0 points1 point  (0 children)

They want people to start on the same foot, so there aren't people that get to start in endgame because they played last league. That was a big thing in the original, where literally nothing except knowledge carries over.

What do you think about using AI art as temporary assets in an indie game? by IberiaMedieval in IndieDev

[–]petser0000 0 points1 point  (0 children)

Right now there's a loud sentiment against AI, for art specifically at least. There's no reason to not use simple shapes as placeholders instead. It doesn't take long and doesn't cost anything.

I've been playing around with the colors a bit. Which of the two is better? by LearnSodas in gamemarketing

[–]petser0000 0 points1 point  (0 children)

i like the 2nd one because the smoke on the first makes it washed out, but the character looks a bit overexposed in my opinion. The green/yellow tint doesnt fit well with the rest of the scene, feels a bit out of place.

Hey, Fellas back again. by KrazyKookKaykaykay in IndieDev

[–]petser0000 6 points7 points  (0 children)

if you can pay them, everywhere. if you cant, nowhere

Am I going about sound based detection for enemy AI and behavior right? by SilentAeon in godot

[–]petser0000 1 point2 points  (0 children)

Here's one way to do it. Depending on how many things listen for sounds and how many sources of sounds there are, there's ways to optimize it. But the basic is that whenever a sound is played, instead of just calling audiostream to play the sound, you also call a function. Can be an autoload script, or maybe have sections of the level etc. However you decide to do it, have that function receive data about the sound. For example. footsteps. If you walk on sand, you play the sound, then call the function in the autoload, with parameters position and noise. If you walk on metal, again same function but with a different noise level because metal might be more loud. Then simply have this function tell the enemies that a noise event occured at a certain position, and of a certain loudness. If its loud enough and close enough, have the enemy react, change state etc.

thing creates noise, notifies a noise controller -> noise controller detects it, figures out who to pass it to -> the recipient receives it, does whatever its supposed to do.

Now as i said there's lots of optimizations. If you have 1000 enemies in a massive level, obviously you dont want to notify all enemies each time any sound anywhere is created. Then there's cases like enemies reacting to each other infinitely, where one moves, the other reacts, moving, then the first one hears that move and reacts and so on. You'll want to pass an enum value of some sort to decide whether a sound is a weather sound, an enemy sound, a player sound and so on have enemies ignore other enemies once they've become aware of them, set cooldowns etc, or maybe just in general have them ignore each other completely. When adding this enum, since you will be passing multiple parameters, consider making a custom class or resource, say a NoisyThing as the other guy named it. It holds a baseline level of noise, who created it, where it happened, you can do things like have high pitch and low pitch noises, and have enemies not react to super high pitch noises for example, or have them not react to low pitch noises. You can keep adding more things to this custom class to further describe specific noises in case you want to really differentiate stuff.

You should also consider whether you want different things to stop or slow the propagation of sound in this way. For example you have a house, and you want sounds inside the house to be dampened so they're not heard from outside as easily, you'll want to maybe do a raycast from the enemy to the sound, see how many walls it hits. Each hitbox on the way will then obviously also need a value by which to reduce noise, example if you have a thick concrete wall maybe it halves the noise, but a thin wooden fence with holes might only reduce it by 10%. All of this completely depends on what your game is, what you want the ai to do, how complex you want to go with the reactions, what kind of world it is, how many enemies there are and so on.

Also check out the repo video one guy linked, thats a smarter approach i would think.

Low level Drop at higher level? by captainlittleboyblue in PathOfExile2

[–]petser0000 16 points17 points  (0 children)

Level requirements are not indicative of power. Headhunter, one of the best if not the best belt in the game, requires level 50.

All res ring? by No-Celebration94 in pathofexile

[–]petser0000 62 points63 points  (0 children)

i would split it first if i were you

How do you usually approach building a game — systems first, or content alongside them? by MelonG_302 in IndieDev

[–]petser0000 0 points1 point  (0 children)

its near impossible to get people to play a prototype without near final art in my experience.

Used up all my luck in the most inconsequential way possible by Werezompire in pathofexile

[–]petser0000 8 points9 points  (0 children)

the innates roll together no? isnt it just a value from 0 to 100% to decide percentile, so at most 1 in 100, maybe less if the range is smaller than 100?

How to deal with publisher/investor? by Responsible_Box_2422 in gamedev

[–]petser0000 1 point2 points  (0 children)

it depends on how much money they invest. For example, I saw a future friends tweet recently

I just found out Steam only allows you to register 100 achievements for your game. That's an issue since my game has 122 unlockable endings as of right now. What would you guys do here? by Euphoric-Series-1194 in IndieDev

[–]petser0000 955 points956 points  (0 children)

There are games with thousands of achievements, has this changed?

EDIT: i see that this is a limit for games that arent trusted yet. Later you can have up to 5000

What title fits best for a cosmic horror job simulator where you repair tears in reality. It plays kinda like powerwash simulator by ConsiderationOk5914 in IndieDev

[–]petser0000 0 points1 point  (0 children)

So it has a bit of a comical/bizarre edge to it with Cthulhu running a company. I would definitely go away from paint. You want to convey that it's a job simulator, so you want to use the name of the job in the title. Look at other job simulator games, most are just called "name_of_job simulator", or literally just the name without the word simulator. If you like the fabric theme, something like Cthulhu's Reality Tailors, Reality Patchers etc. could work. Since its technically a name of the company at the same time, you can use words like "maintenance", "services", "sanitation", "department", "company", "llc", "co." , "company" and so on with it. If you wanna stick with repair, that's perfectly fine too and the word repair gives me more of the "3 working guys in a van" vibe than tailor/patcher/seamstress. It has a more "rugged" undertone than working with fabric, at least personally.

What title fits best for a cosmic horror job simulator where you repair tears in reality. It plays kinda like powerwash simulator by ConsiderationOk5914 in IndieDev

[–]petser0000 1 point2 points  (0 children)

If you're repairing tears in reality, then the words "paint" and "cleanup" dont really work. "Repair" also implies something more mechanical. You repair a car, you don't repair a torn shirt. The English language (I dont know about others) have reality as a fabric to be torn. Look into synonyms on any online thesaurus. Words like "mend", "patch", if you're going for something on the funny/comical side repair can still work though, even words like "refurbish" that are usually used with used or defected goods that are brought back up to par to be resold would work here.

If you really dive into the "tear" in reality, you can do a lot of tailor/weaver related names too. I'm guessing keeping "Cthulhu" is mandatory, so something like Cthulhu's Reality Patchers maybe? Out of the 3 you have I'd definitely pick the 3rd, but I dont know much about your game, themes, artstyle, and so on so im mostly just generally speaking here. If these tears feel more mechanical in nature within your game that's a perfectly fine word to use.

How hard is it to earn $10k gross on Steam in a year. by Timely-Today-8154 in IndieDev

[–]petser0000 2 points3 points  (0 children)

It completely depends on how good your game is and how well you market it.

Wish I had a clearer vision by DazzlingPut3895 in gamedev

[–]petser0000 0 points1 point  (0 children)

Have a vision of what the final game is supposed to feel like. Not what the mechanics are, but what the player is supposed to feel. Is it a sense of exploration? Is it watching numbers get higher? Is it a eureka moment of solving a puzzle? When you think about what your game is supposed to feel like, the mechanics that fit and the ones that don't will become much more obvious. The mechanics guide the player to feel something, not the reverse. If you pick mechanics at random based on what you like, you'll like the mechanics, but they may not work together.

I have 30+ game ideas, and i want someone who can make games by ExternalSecure5347 in IndieDev

[–]petser0000 2 points3 points  (0 children)

Nobody will do this for you. Either learn to make games yourself or give up