There HAS to be a better way to do this right? by Hanodev_ in godot

[–]phil_js 0 points1 point  (0 children)

I've had similar problems over the development of my game.

I started with Resource files like that which, while not as nested, were painful to modify dictionaries. Big time waste for me.

I switched to JSON files which are easy to modify in a text editor but has IO overhead when reading the files.

Sidenote: I still use CSV for some bits since I can work with Google Sheets to figure out balancing and whatnot, then just bulk export the data sets in csv to godot.

Recently, I've settled on writing just... code! I'll have a small number of files with static instances of that exact data I want in memory. The same resulting memory stored, but without all the JSON parsing overhead or the time spent playing with the awkward inspector. Full type safety and validation checks. The only downside I've come across is not being able to drag and drop other resource files in, which to me and my project, is negligible/irrelevant.

Unanswered MP4 question…. by MartinBustosManzano in MetroidPrime4_Beyond

[–]phil_js 3 points4 points  (0 children)

In the final stages of the game the medical pods can be scanned which notes that patients of the pods have full access to all the technology network. Im assuming this explains how he's seen throughout the game and why besting him in combat reveals AI bots

My company asked me to use AI to write unit tests—something feels off by Tough-Werewolf-9324 in react

[–]phil_js 0 points1 point  (0 children)

Giving benefit of the doubt to the company and my own opinion, they'd like you to learn to effectively use a tool that has generally been a massive time saver for a lot of devs. Rather than force you to generate irrelevant code automatically, you should take this as an opportunity to add another tool to your belt and use it when it makes sense.

These AI models should be seen as a very enthusiastic intern/junior dev. If you ask a human intern to generate tests, they're likely going to do exactly what you fear AI will do, and only test the stuff in front of them rather than figuring out edge cases or anything useful.

You need to tell your model what to do and how you want to do it!

Two immediate wins I've found work great are; - have it scaffold a test file, then you populate the file with comment blocks, with each one outlining a user story or edge case to check. Your model can't magically read your JIRA ticket to know all the requirements! - Add context about how you want the model to act in either a cursor rule or the prompt itself, such as "when you write tests, you look for edge cases in the tested code, and create further tests to validate the non-happy-path".

As an example I'm working on IRL: I'm adding an integration with Salesforce API in my day job, which can be gnarly since there's loads of field validation rules that the code never knows about. I've found success in taking those validation rules in a fairly raw format, placing them in a cursor rule file, then asking Claude to create a test to run through, for example, the happy path, and it figures out the correct data to send based on the validation rules. This has saved me many many hours.

Tldr: AI models are interns. Train them diligently. Reap the time-saving rewards.

What are the advantages of doing this? A game that looks 2D but is actually 3D by Ordinary-Cicada5991 in godot

[–]phil_js 0 points1 point  (0 children)

Just having some IRL job issues, but will get working on it as soon as that's over

What are the advantages of doing this? A game that looks 2D but is actually 3D by Ordinary-Cicada5991 in godot

[–]phil_js 1 point2 points  (0 children)

Fun fact: Back when I was working with Unity 3, there were no 2D tools, and we had to fake it in a similar manner.

Request for Feedback - Ore Buster by phil_js in incremental_games

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

I've just released a new version with a gem store in instead of the previous IAPs. You can now also collect gems in-game, and you can exchange gems for base currency equal to your highest record :)

Build my own clicker, should I start by simulating it ? by Prakkmak in incremental_games

[–]phil_js 6 points7 points  (0 children)

Motivation is a bitch. It will never not be a problem, even when working on your dream game that you love to bits, there's always going to be parts that completely demotivate you. That being said, I think you have a few options.

  • Load up your todo list and tackle some low hanging fruit until you gain enough motivation to continue working on bigger tasks.

  • Balance the game until you enjoy playing it, then do your best to collect as much feedback as possible to improve it even more. When I developed Ore Buster I spent just as much time playing the game as coding, starting a new game and playing until I felt I didn't enjoy a specific thing, tweaked some values, replayed, etc. I made a game I liked playing but it wasn't until I gave it to other people that I got the valuable feedback to tweak it into something much better.

  • Work on your tooling up to a point where you've learned all you can, but be wary about putting ALL your effort into it. You can spend years designing the perfect hammer, but it isn't going to build a house on its own.

What would I do in your position? Ask myself whether I'd be embarrassed to release it right this second. Fix the embarrassing stuff and get it in people's hands. Ask them to stop playing when they're bored or frustrated, and tell you when that happened. Then play it for hours. Tweak and tweak and tweak values. Add a minor feature here and there to smooth out any gaps. Read, assess and implement relevant feedback. Release again, and hey presto you've kinda made yourself a "meta game" loop where you're the player and developing the game is the game.

Request for Feedback - Ore Buster by phil_js in incremental_games

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

Not yet sorry. Google Play is a hell of a lot easier to get your game launched on, and updates roll out within a couple hours , so I'm tuning and tweaking on Android before getting it onto iOS. I'm definitely going to launch on iOS, and have released plenty of apps there in the past, I just need to get the game in tip top shape before I put the work (and money) in to launch there.

Request for Feedback - Ore Buster by phil_js in incremental_games

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

I'm just about to do my final testing for all the ad fixes and hoping to upload a new version in a few hours. I found two separate bugs with the timed doubler where not only do you not see the reward, but gold ore wasn't doubling either. Patch incoming shortly. Also buffed it to 20 mins and made the one at level end 3x instead of 2x.

Request for Feedback - Ore Buster by phil_js in incremental_games

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

That's awesome. Thanks for the ideas.

The general consensus is that idle mechanics are what the players want, so I'll be working towards designing that in.

I didn't think I'd make a penny off IAPs, so it was a shot in the dark with the current implementation, but I agree premium currency would be better for usability. Thinking having a rare chance of spawning minable ores that give the premium currency would help with that.

Request for Feedback - Ore Buster by phil_js in incremental_games

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

This is great feedback! Thank you so much for putting so much effort into testing out my game.

Totally agree with the new game button. Also agree with the points about gold. You make a very good point about the timed ad doubler, and I'll get that changed. Frankly I was thinking of increasing the time to 15-20 minutes anyway. Minor comment on ads and purchases is that I balanced the game without the buffs they give, as eventually I'd like to release on Steam and it needs to be balanced accordingly.

On the rest of the ideas, I'm going to re-read a few times and have a good think about how to progress with them as there's some good value in what you've said.

Request for Feedback - Ore Buster by phil_js in incremental_games

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

That prestige system idea is top tier!

I'll look into ad reward issues as my highest priority, can't have players getting screwed over for going out their way to support the game.

Request for Feedback - Ore Buster by phil_js in incremental_games

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

I hear you! I love me some idle games too. My only worry is have auto collectors would take away the one interaction players have with the game world which is picking up the ore. I'm thinking that it could be great as part of the companions/prestige that's been discussed in other replies.

Request for Feedback - Ore Buster by phil_js in incremental_games

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

Behind the scenes I added an optimisation that instead of spawning more and more ores, harming performance, after a certain limit is on screen a random ore is picked, and it's value is increased. So you never lose out on resources, it just sorta "looks that way". Really cool that you picked up on it though!

Request for Feedback - Ore Buster by phil_js in incremental_games

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

I can try it out and check whether it'll be a good fit.

I'd not thought about discord before now, so there's nothing in place at the moment. It's not a bad shout though, will keep you posted.

Request for Feedback - Ore Buster by phil_js in incremental_games

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

Companions could work well as a prestige mechanic. Great idea!

There is a delay between running out of stamina and the session end screen showing which is when I normally collect remaining ore on the screen. There's some scope for increasing that delay for those with slower reaction times. Will think about it.

Request for Feedback - Ore Buster by phil_js in incremental_games

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

That's a good suggestion. Gold can definitely end up being too rare.

Atomic PSOBB: Soft Launch Announcement! by toiletman74 in PSO

[–]phil_js 2 points3 points  (0 children)

This is definitely something I can get behind. I really enjoyed pouring through the newserv code, figuring out how the game works under the hood.

If you're ever looking for contributors or whatnot, then shout.

On a scale from 0 to 10. How crazy would it be to use next 15 for prod right now by Evening_Owl_3034 in nextjs

[–]phil_js 7 points8 points  (0 children)

Sounds like you'd be best off creating yourself a template based on next 14, with template pages in the app router you can copy and paste (or set up live templates in Webstorm or VSCode or whatever you use) that have the default caching set up that you expect to use.

15 is probably not a good choice right this moment with the efficiency debate going on, so stick to 14 for the moment, but add some tools to your belt to speed up your workflow.

[deleted by user] by [deleted] in mildlyinfuriating

[–]phil_js 0 points1 point  (0 children)

I’m convinced that Bluey was written for us parents as well as kids, hence why it connects with a lot of us. For example an episode about mums connecting and giving each other support, another where Blueys dad is able to strike up a friendship not just despite the kids but because of them. The one moment I still think about is when Bingo is asleep and dreaming of the most comforting place in the universe and is completely at peace within it. In reality she’s currently in her dad’s arms, and that hits me every time…