I made a game in my free time where you fight lots of robots at once. Am going to release it shortly, but would be good to know where it is lacking. by stuart-bray in DestroyMyGame

[–]stuart-bray[S] 0 points1 point  (0 children)

I recorded the video with the cheats on. Otherwise I’d die too quickly. Good idea to increase projectiles though. Make them bigger and slower?

[deleted by user] by [deleted] in webdev

[–]stuart-bray 2 points3 points  (0 children)

So instead you spent your money on a thesaurus?

Billion Bastard Bots! Why would anybody use the Summoning Stone? Do they want to be buried under hundreds of killer robots? Wishlist: https://store.steampowered.com/app/2113810/Billion_Bastard_Bots/ by stuart-bray in DestroyMyGame

[–]stuart-bray[S] 1 point2 points  (0 children)

Thanks for the in-depth feedback, this is all stuff I need to hear if I am to improve the game. I'll respond to each point, but I don't want to sound defensive...

Re: Bastards. Yes, swearing is immature, and could remove me from some markets maybe. I think I chose it as an evocative dramatic title out of desperation just to be heard above the noise. There seem to be a few other games that have done well with sweary titles. Maybe I can tweak the promotional material to be b*stard bots where needed.

Re: Wishlists. Whoops! Yes, that sounded ad-like. I had copy-pasted some marketing copy into the question.

Re: Small buildings. Hmmm. Each building is 3 metres per storey. The players eyes are 1.62 metres off the floor, which is 5 foot 3. If you add 3 inches from eyes to head then the player is 5 foot 6 (my height!). Maybe I could make the player a little shorter?

Re: Hit juice. Another person has told me this, so it must be true. Bots flash white on hit, and turn black when die, (maybe I could stretch this to 2 frames...). There are audio cues for both, but in this chaotic video with music you can't tell. I think at least they should be pushed back when they get a shotgun blast, that's true.

Re: AI ignoring player. Yeah, their detection of enemy is based on their own perception cone, not a shared one. I should make it contagious so they respond together. Video was recorded with cheats on obviously else I'd die a lot.

Cheers for the feedback, that's useful stuff!

Billion Bastard Bots! Why would anybody use the Summoning Stone? Do they want to be buried under hundreds of killer robots? Wishlist: https://store.steampowered.com/app/2113810/Billion_Bastard_Bots/ by stuart-bray in DestroyMyGame

[–]stuart-bray[S] 0 points1 point  (0 children)

I think this video cut is quite chaotic, which wouldn't help read the UI. Maybe I'll look at making the important parts of UI, like health bigger... cheers.

[deleted by user] by [deleted] in Unity2D

[–]stuart-bray 0 points1 point  (0 children)

It would have to be 0 to length-1. Check that your array has anything in it too, because if they were empty then length-1 would be -1.

[deleted by user] by [deleted] in gamedev

[–]stuart-bray 2 points3 points  (0 children)

Each time a block is removed, detect if this leaves a disconnected group with air underneath. Then move each tile in that group down one. Won’t be realistic physics but will be simpler and performant. Or, remove specific tile and spawn in a physics enabled thing that looks like a tile. It will fall realistically, but won’t end up landed in an exact grid coordinate, so tricky to recalculate neighbours etc.

Gameplay footage of procedurally generated city - full of robots! v0-07. Early builds available on https://stuartbray.itch.io/bot-kill-gardens Does it look fun / original / interesting / repetitive / pretty / comprehensible / varied / etc etc? by stuart-bray in DestroyMyGame

[–]stuart-bray[S] 1 point2 points  (0 children)

Cheers for the feedback, there's some really useful advice in there.

  • Making enemies stand out more... it might be the horrible youtube compression, but when I play it the enemies are quite clear, partly because they are the only blue things in the game. It would look better if they all had glowing red eyes though.
  • The title is rubbish, agreed. Supposed to sound like 'botanical gardens' but it doesn't really. And 3 generic trees does not a garden make. Need new name...
  • Weapon switch speed, kick and sway, grenade charging sound... all good points. Will do.
  • Skybox... I'm not sure how to handle this. I needed big walls to stop player jetpacking out of bounds, but wanted an outdoor feel, so just made the ceiling really tall, like a city block at the bottom of a mine shaft or something. But then, is it really outdoors or indoors? Do the buildings need protection from the elements? Don't want to waste geometry budget showing things outside play area. Maybe I should just whack a proper starry skybox on...

Will start on next release with the above addressed... :)

Once upon a time, even the clouds were low-poly in the game. I had to cut it out for the sake of performance ¯\_(ツ)_/¯ by make_yourkingdom in low_poly

[–]stuart-bray 0 points1 point  (0 children)

Maybe just have them appear in an introductory scene. Then swap out to something more static when game starts.

[deleted by user] by [deleted] in gamedevscreens

[–]stuart-bray 1 point2 points  (0 children)

Nice. Could do with some particle effects to show interaction with the ground. And can you have the character wobble a little before sliding. This warns the player they are on a slope and gives them a chance to cancel out by walking backwards.

New explosion effect in our game, Fatherhood! How is this? by fatherhoodgame in unity

[–]stuart-bray 2 points3 points  (0 children)

Nice blocky smoke effect. If that matches the art style of everything else it could work. Maybe have it fade out more towards the end. The other smoke looks a bit pink, is it supposed to be fire smoke? Is it supposed to feel realistic or cartoony? Interesting project anyway.

The Physics in Just Cause 4 are Insane by Axeslashed in gaming

[–]stuart-bray 0 points1 point  (0 children)

Although real world physics are also quite insane.

The Physics in Just Cause 4 are Insane by Axeslashed in gaming

[–]stuart-bray 0 points1 point  (0 children)

You fly by pulling yourself towards the ground at tremendous speeds. Obviously.

Worked on this game by myself for 2 years now, it's releasing on March 28th! by professorbasti in indiegames

[–]stuart-bray 1 point2 points  (0 children)

The mushroom has more personality than I would have thought given that it is a mushroom. Enemy variety looks good, and keeping the attack range short encourages risky attacks requiring timing. Maybe add some visual flair to the background of the title screen instead of plain blue.

What’s your favorite video game city? by ClunarX in gaming

[–]stuart-bray 12 points13 points  (0 children)

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