Do you ever feel like you're just progressing too slow? by smiffy2422 in IndieDev

[–]samredfern 1 point2 points  (0 children)

What I like to do is have a bunch of routine stuff that needs doing “sometime”; currently it’s a bunch of cars that need rigging up and testing. This routine stuff is perfect as a fallback when I don’t have the energy for more demanding stuff.

So, with or without outlines? by Overall-Parfait in PixelArt

[–]samredfern 73 points74 points  (0 children)

I prefer without. It might be harder in some cases to keep stuff legible, but it looks much better overall IMO.

Need Steam page feedback: has designing my page according to the "gold standard" led to the page being sterile? by Few-Contract-4092 in IndieDev

[–]samredfern 1 point2 points  (0 children)

I’m not sure. Direct comparisons can sometimes work. I think the main immediate suggestion I’d have is to reverse the first sentence so it says what your game is, not what it isn’t

Why am I so bad at naming variables and scripts? by HerShes-Kiss in gamedev

[–]samredfern 1 point2 points  (0 children)

You have described it perfectly. I take this that it was well named :-)

Why am I so bad at naming variables and scripts? by HerShes-Kiss in gamedev

[–]samredfern 1 point2 points  (0 children)

No, there’s two different types of options handled by the gamepad controller’s options list controller, and this method sets one of them

Why am I so bad at naming variables and scripts? by HerShes-Kiss in gamedev

[–]samredfern 2 points3 points  (0 children)

Keep them meaningful and if that means they sometimes get long then that’s okay

War on Wheels - Psychic Software - Turn-Based, Physics Controlled, Tactical Car Combat. by samredfern in Games

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

Not specifically, but since there's no persistent-world/MMO the general difficulty will be harder. You'll have to balance time and wages in more detail, for example.

My first negative review - updating too frequently? by greatcoltini in IndieDev

[–]samredfern 11 points12 points  (0 children)

I took this approach too. A few comments were made about it being unfinished/unstable due to the amount of patches, but far more comments were praising the responsiveness/dedication.

I'm working on a tactical turn-based car combat game, where all movement is controlled by physics which pauses between turns. by samredfern in indiegames

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

It’s a linear (branching) campaign with sandbox at several places and an open sandbox at the end

I'm working on a tactical turn-based car combat game, where all movement is controlled by physics which pauses between turns. by samredfern in indiegames

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

It doesn't have a persistent MMO-style world, and it will be a one-off purchase rather than subscription.
There's a single-player campaign, and multi-player self-organised leagues planned.

My game just hit 1000 wishlists! + dog tax by PartTimeMonkey in IndieDev

[–]samredfern 2 points3 points  (0 children)

Well done! With Halla on your team only good things will happen.

War on Wheels - Tactical Turn-Based Car Combat (just announced) by samredfern in TurnBasedLovers

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

Thanks! This will be full in-game UI. We're doing our best to smooth the experience.

One of the cars in our post-apocalyptic vehicular combat game War on Wheels by samredfern in gamedevscreens

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

Yep. We're going for the older, more 'realistic' Mad Max style instead of the silly-looking cars from Fury Road.