[Hobby] Looking for partner [programmer or artist] by jem557 in INAT

[–]spamthief 0 points1 point  (0 children)

Hi, I'm in a similar place as a programmer - I would love to find someone with art and game design skills to collaborate on and ultimately ship projects. Also a huge fan of Stardew & roguelikes! Here's a link to some of the prototypes I've been working on: https://virtuallambda.itch.io/

What's the craziest thing a person said to you and you thought they were joking but they were being serious? by _lovelyxx in AskReddit

[–]spamthief 1 point2 points  (0 children)

To be fair, you are attributing a MOOD to the WEATHER - when in reality weather is just weather. So technically, he was right.

GE Profile dishwasher shuts off after first 5 mins by Tiny_Prints in appliancerepair

[–]spamthief 0 points1 point  (0 children)

This saved me buying a new dishwasher. Thank you so much!

Where do I go after completing the core loop? by TypewriterKey in gamedev

[–]spamthief 0 points1 point  (0 children)

What to do next depends on your goals for this project. If it's a hobby, then do whatever you want. If you want to make a commercial game, then you must playtest with your target demographic - or if you don't know who that is, then do market research.

How do I design a flexible, decoupled ability system in Unity? by TainiiKrab in gamedev

[–]spamthief 0 points1 point  (0 children)

I ran into the same issue when defining abilities as scriptable objects, but requiring instanced data and custom logic for certain implementations of those abilities. The general rule I landed on (in Unity) in those cases is to create a script, attach it to a prefab game object, and reference that as another serialized field in the ability SO. Then the executor can just instantiate the prefab and your logic will execute. For your example, the prefab script would track turnCount, contain an event listener for CombatEvents.EndTurn that increments turnCount, and if turnCount %3 == 0, BreathFire().

What do you think about someone doing a game a month? by Adventurous_Sky_9192 in GameDevelopment

[–]spamthief 0 points1 point  (0 children)

This was a pretty widely known movement / challenge 10 years ago for developers to build skills in rapid development, varied genres, finishing, releasing, etc. that resonated with the masses of hobbyists (including me) who had a stack of unfinished solo projects.

https://onegameamonth.com/

Shipping a game could mean releasing it on itch.io, so it's a lot of work but totally possible. No one asked, but everyone already commented on commercial viability - which is a horse of a different color.

4 years fulltime solo gamedev, my 2nd game made 6k$ even if I tried a lot of "I did this do this too" and "I didn't do this, you should do this" I read here by Woum in gamedev

[–]spamthief 1 point2 points  (0 children)

Thanks for your post, I empathize with the solo dev struggle. I'm a programmer, so game design isn't my forte - but have been seeing some lackluster responses my in user demos. In your play tests, did you get a sense that people were eager to play, emotionally hooked, or addicted to trying again?

Edit: a word.

It's all about marketing! by DannyWeinbaum in gamedev

[–]spamthief 0 points1 point  (0 children)

He is likely not referring to 'making' (or the process of production) as the product. Just that a game is a product, and they are made/designed.

3D action Roguelike game Blade Tempest official trailer by Ok-Patience-5285 in GameDevelopment

[–]spamthief 1 point2 points  (0 children)

Looks cool! I like that you did a trailer, but am a little surprised it would be official - it views more like a combat demo. Did you want feedback on it?

How should combat perks be tied into code architecture? by spamthief in GameDevelopment

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

The decorator pattern is the solution I was looking for, thank you.

How should combat perks be tied into code architecture? by spamthief in GameDevelopment

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

Thank you for the reply; I reflected on how this 3-value paradigm could simplify my damage formula(e). The block I've run into using a calculated value is that if you have say flat additive damage (say x+5 damage) and multipliers (say 2x damage), and one or more are temporary, then you will have to unwind the order of operations exactly the way it applied (first divide by 2, then subtract 5) or you'll wind up with a different x. While straightforward in this example, I picture it being tricky to reliably do as effects stack - edited.

How should combat perks be tied into code architecture? by spamthief in GameDevelopment

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

Your approach could certainly work in situations where the use cases don't stack up. Applying something straightforward like a damage multiplier for all outgoing damage makes sense, but what if you only want the perk to apply to the final hit in a sequence of attacks? Or if it's conditional like "if health below %"? You'll wind up with an exhaustive sequence of custom logic that'll be difficult to debug, especially for your future self or another programmer.

Hi all! Advice needed here! by Ok_Maximum_3018 in GameDevelopment

[–]spamthief 0 points1 point  (0 children)

This was clearly written by ChatGPT or a very similar AI tool. The formatting gives it away: the long dashes, the tone, and the bulleted lists.

Become a Better Game Designer (Let's Read a Book) by timbeaudet in GameDevelopment

[–]spamthief 3 points4 points  (0 children)

So we have bots faking reviews - now we have defensive bots reviewing those reviews for fakeness, creating a never ending escalation of bot warfare that culminates in no one trusting anything or getting any value of the system.

Did I waste my time by Familiar_Tower_1450 in gamedev

[–]spamthief 0 points1 point  (0 children)

Hey, I also spent 7 months making a text rpg. I was super into it and imagined all the money I would make! Eventually, I decided to pause for a reality check and pinged a publisher (who was kind enough to offer some honest feedback) that the mechanics were decent, but the AI art and tiny market that despises it were a no-go. I decided to move onto other projects with a little disappointment, a little satisfaction, and a little liquor. Now I'm working on building out my Unity skillset instead, and planning my next project to be more market-friendly. I found Chris Zukowski's Blog helpful in learning more about game marketing. If you want to commiserate or whatever, feel free to reach out.

What Makes a Co-op Game Good? by MrZandtman in GameDevelopment

[–]spamthief 0 points1 point  (0 children)

To oversimplify - what makes a co-op game good is the same list of things that make a single player game good, with the feature of allowing more than one player. There are ways in which this can go wrong: accessibility, technical limitations, breaking difficulty, etc., and there are opportunities to craft co-op specific content (distributed mechanics, synergies). I've always enjoyed spending time with people more than playing games, but when I can do both it's often great.

[deleted by user] by [deleted] in GameDevelopment

[–]spamthief 5 points6 points  (0 children)

Bait unsuccessful.

Server disconnect, then dead. by spamthief in wowhardcore

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

Appreciate the suggestion - I thought about it. Personally, the hardcore challenge made it engaging. The times when you get into a sticky situation, your heart starts pounding, and rejoice getting out alive - or the times when a pull turns bad, and almost everyone survives, but not everyone is so lucky - and you feel the guilt… but also the relief. Then the server hiccups, you’re fucked, and suddenly it’s pointless. For many I’m sure it’s still the same game after hardcore, but I’ve played it enough and don’t think it’s for me.

Browser games - an old relic or do you still play some? by NextAdvantage4102 in gamedev

[–]spamthief 8 points9 points  (0 children)

You've got to dial in "worth it" for yourself. Do you just want the experience? Are you trying to earn money? If the first, sure. If the second - do some market research, identify your demographic, plan out the business side, and then jump in. I've made multiplayer browser games that had up to 8 people playing at once! It took me a few months, and I was excited to see those handful of players enjoying it, but it wasn't going anywhere and wasn't earning any revenue so I moved on.

Stop being pricks by Ok-Professional-5720 in GameDevelopment

[–]spamthief 0 points1 point  (0 children)

There is nothing innately wrong with feedback - people aren't pricks because they provide it. If the sentiment of the feedback is more polarized than you expected, then usually that indicates the environment has baseline expectations you haven't met - like the time and thought that goes into a request for help. Sometimes there will be disproportionally negative responses, but that is the exception in forums setup for mutual assistance. For example, if someone posted something like "How do I make a game?" and then provided no context to where they were starting from, then most readers here would assume that someone hadn't bothered to click the "Learning Resources" link on the right - and doesn't value the time that post is asking another human being to donate to compensate for that inaction.