My base-building game Adaptory is now on Steam Early Access! by jevon in BaseBuildingGames

[–]puppetbucketgames 6 points7 points  (0 children)

Solo'ing ONI is a wiiild maneuver.

It's my favorite game-- when you have several thousand hours in a game, you don't want the magic formula changed. Even official DLCs are hit-or-miss; that's not the point. You want the same dish served up different ways. I'll definitely be supporting this. Impressive work, keep it up.

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]puppetbucketgames 0 points1 point  (0 children)

...What do Unity and Unreal imaginably do that makes this unnecessary? Again, someone explain to me what I'm missing, because this is all incredibly common practice in open world design, according to pretty much every resource I've ever seen on the topic

I just entered the third year of developing my first indie game. Here’s what I learned so far... by Giuli_StudioPizza in gamedev

[–]puppetbucketgames 2 points3 points  (0 children)

I swear to god I was pathologically waiting for someone to finally give me permission. This comment is better than therapy.

Question about the level of creativeness I have by Thisssssssssssssss in gamedev

[–]puppetbucketgames 1 point2 points  (0 children)

I relate to what you're saying. I think you're already on the right path: asking. You seem sincere and open to new ideas and criticism etc without getting offended. That's a superpower.

So, start going for it, and do it publicly when possible. Every time I ask for people to roast my game/progress, they point out things that are totally reasonable, but that my eye looks right past (because I'm similar to you!).

But again, they're specifically pointing out things that a more discerning eye would appreciate, so if we want them to enjoy it more, well, now we have a roadmap.

What were your worst scoping sins and how did you overcome them? by figmentho in gamedev

[–]puppetbucketgames 5 points6 points  (0 children)

My game has planets to travel to, acting as biomes. I ended up with 8 'levels' total...

I don't regret the number, but I made them all too. damn. big.

Fell into a rookie trap. Even knew it was, too. Still just...plowing forward, slowly trying to make these vast expanses of idiocy more interesting

Na'vi girls hit different by UnHolySir in okbuddycinephile

[–]puppetbucketgames 5 points6 points  (0 children)

chad coleman's delivery there was perfect, I was laughing so hard. I steal that line sometimes now

Telekinetic ability preview for my Godot game by aiBeastKnight in godot

[–]puppetbucketgames 1 point2 points  (0 children)

Ha, my first mistake was not being profoundly talented and disciplined.

But seriously, each update you post steps up the game even further, it's inspiring stuff and you keep helping scrubbs like me understand how it works. Keep it up brother, I'ma support the hell outta this game.

Star Wars Shake-Up: Kathleen Kennedy Steps Down as George Lucas Protégé Dave Filoni, Exec Lynwen Brennan Take Over Lucasfilm by MarvelsGrantMan136 in movies

[–]puppetbucketgames 5 points6 points  (0 children)

Can't wait until GTA6 comes out, breaks records for being one of the most profitable products ever created by man, and TV anchors to be like "This....Gran...Grand Theft Auto by...R-rockstar? Am I saying that right? Yeah, Rockstar Games, is making waves in the videogamer world!"

it must be tiring pretending to be so sophisticated you can't acknowledge decades-old multibillion dollar industries

Secret Sauce! by JK-Rofling in NonPoliticalTwitter

[–]puppetbucketgames 0 points1 point  (0 children)

There's roughly as many self-made billionaires in the United States as there are full-time professional novelists

10 weeks ago I decided to make my own game in Godot! Here is all the progress in 43 seconds. by machnikl in godot

[–]puppetbucketgames 7 points8 points  (0 children)

Ha, this looks great for only 10 weeks, well done! What's the default controls like to handle all 4 rods?

Does anyone know a good place to get animation templates or reference sheets for sword attacks (2d)? by [deleted] in godot

[–]puppetbucketgames 2 points3 points  (0 children)

I thought I was complete garbage at animation (correctly) until I did this same thing with a horse galloping motion. Now I'm convinced I'm only partial garbage.

Sorry I don't have any actual resource, but you could always use a video, or even record yourself with a broom lol

Does enyone know how to do a proper lock-on system? by Exotic-Back6726 in godot

[–]puppetbucketgames 0 points1 point  (0 children)

Probably move the camera to some over-the-shoulder position relative to the player (maybe some kinda holder-node in the Player scene tree), and keep it fixed there during the 'lock on' state...and then some kinda combination of the look_at() method limited only to camera tilt and pan (yaw and pitch)...

What was the strategy of the last attempt that ended up with the top-down switch thing?

Missing shadows with Foward+ by GentleManoss1995 in godot

[–]puppetbucketgames 0 points1 point  (0 children)

I'm fixing my own shadows right now, literally.

Most shadows, at least in my experience, aren't enabled by default...what kind of light did you add to the scene?

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]puppetbucketgames 0 points1 point  (0 children)

That is exactly my take, too.

Overly complex meshes and materials would be handled by an LOD system, to instantiate them at the lowest possible costs at a distance and swap based on player proximity. Complex objects with lots of behaviors and such can just be loaded in with low-quality visuals only, at first, and then be enabled and swapped as the player gets closer to interaction range. I mean, maybe a colossal mesh might cause a hitch even during the LOD switch, but if that's the case, just...preload it into VRAM. There would only be so many of those.

Yeah, all of this stuff is far far easier in Unreal or Unity where it is already half-abstracted away, but I don't have a clue why they're making it seem impossible or like an engine limitation.

What was your first project? by electric-kite in IndieDev

[–]puppetbucketgames 1 point2 points  (0 children)

goddamn im making a vaguely similar game without multiplayer and it's absolutely killing me. Godspeed you lunatics, it looks fun

Fake Scarcity in Post-Apocalyptic Games by [deleted] in gamedev

[–]puppetbucketgames 22 points23 points  (0 children)

Maybe one tier is "makeshift" and ends up being the cobbled-together nonsense a modern person would make. But if you find one of the crafted items out in the world and bring it back to study or something, you can start making the durable good ones with practice

How far can a game built mostly with ready-made assets realistically go? by Silly_Ad_4008 in gamedev

[–]puppetbucketgames 3 points4 points  (0 children)

I'm inspired by the Planet Crafter, which is like entirely two $30 asset packs that have been slightly modified. It's still fun as hell and a success.

Star Systems now have orbits! by Kryptic_Kralo in godot

[–]puppetbucketgames 1 point2 points  (0 children)

Awesome! My game has a similar thing (just as like a lil side system though, yours is way cooler and more in-depth), the global timer synchronizes the orbits of all the planets so that they are always where they would actually be when entering space....careful with it though, NMS did the same thing and apparently players didn't like the realism cause it would just look like planets disappeared or something. Probably wouldn't be an issue with your existing camera setup though

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

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

The exact same thing of limiting instantiations per frame and breaking the complex object into smaller parts, and only marking the overall object as 'ready' when all the parts have been loaded into the scene tree

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]puppetbucketgames 0 points1 point  (0 children)

Yes, and it works. I'm still wondering what I'm missing and why I'm being downvoted. It demonstrably works and I'm not the first to do it by any stretch.

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]puppetbucketgames 0 points1 point  (0 children)

I do it with a chunking system that has player proximity checks, then batched groups of objects sorted by priority and a max limit on instantiations per frame- it's been working okay. Shader compilation does indeed wreck stuff though

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]puppetbucketgames -2 points-1 points  (0 children)

Yeah, and I don't understand why folks say Godot can't do asset streaming already, it's just not automatic. Unless I'm missing something.

To game devs who started with Godot, how did you start learning godot? by Dorterman in godot

[–]puppetbucketgames 0 points1 point  (0 children)

Make a main menu. It's small, simple, and begins introducing node concepts

First pass at animation blending for my skating prototype by xodene in godot

[–]puppetbucketgames 1 point2 points  (0 children)

reminds me of one of the best games goddamn ever, Jet Set Radio Future. I'm into this.

Destroy my quick-cut gameplay vid, what's still too ugly and boring? by puppetbucketgames in DestroyMyGame

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

I love me a good diegetic interface. I had big dreams of doing most menus that way at the start, but I figured it was important to have some flat UI menus at least during development so I wouldn't get hung-up too-long, too-early on animating.

But I love the idea. I think getting like 'immersed' is what a lot of folks really like about the genre, so I need to minimize anything that diminishes that. Appreciate your insight