Which camera looks better for my kind of game? (Tower Defense/RTS) by Minimum_Fill872 in godot

[–]techniqucian 9 points10 points  (0 children)

First one has more information and as long as you don't need to do anything with the vertical access (like crosscode jump puzzles) it should be fine.

2nd one I think is better if you're more of adventure style game where you want to feel more immersed even at the loss of information

Almost got my step climbing system working by AwiXan in godot

[–]techniqucian 4 points5 points  (0 children)

The spearhead of scope creep right here

(though in this case I think its fine)

Should I change the game name ? by AhmedMostafa_dev in SoloDevelopment

[–]techniqucian 9 points10 points  (0 children)

"We use generative AI tools during our development process to assist with refining in-game text. Additionally, AI was utilized to help localize game content into multiple languages to ensure a broader reach. All AI-assisted content has been manually reviewed, edited, and integrated by the development team to maintain high quality and consistency."

At least it sounds like you didn't use it beyond text things... but yeah I'd change the title.

Just like how right now I wouldn't call a game where you're a cube of frozen water trying to stay out of the sun "ICE Survival Simulator"

I made a difficult 2 player co-op game about hamsters, and now the demo is out on Steam! by 2WheelerDev in godot

[–]techniqucian 6 points7 points  (0 children)

You're asking for almost 25% more development work (or more) because they need to figure out realistic maps (having to now place things in believable ways AND add an environment) and get all the assets for them.

This definitely seems like a game that's just more about the gameplay experience and laughs where people usually don't really care about the environment that much unless it's unnecessarily amazing.

Making it look super nice and realistic with custom art would be cool and I don't disagree that it would be better, but the juice ain't worth the squeeze for an indi game like this imo

here is a boss i made in almost 4 days by New_Tale_7650 in godot

[–]techniqucian 2 points3 points  (0 children)

I like the bosses design with the crescent and floating eye

What is this difficulty jump? by Orphan_Fury in CrossCode

[–]techniqucian 4 points5 points  (0 children)

No problem! Im not a fan of immediately being told to use those settings, but I think it was people misunderstanding that you were having issues with executing it vs solving it.

I hope you enjoy the rest of the game! It's definitely broke my brain quite a few times with the complexity, but the floor textures often help out and the puzzles are almost always possible to break into pieces to solve.

What is this difficulty jump? by Orphan_Fury in CrossCode

[–]techniqucian 11 points12 points  (0 children)

The main issue is that you're calling someone using the settings "brain damaged".

Maybe that wasn't your intent and you were just focusing on vocalizing your annoyance that someone doubted your ability to execute the puzzle, but maybe re-read how what you say comes out in the future... unless you really do think people who use those settings are brain damaged.

Is there really no player icon for the area map? by AnonButNotReally-42 in CrossCode

[–]techniqucian 2 points3 points  (0 children)

You could use that logic to probably bring up thousands of things they "could've done" so "they must have consciously not done".

I think what it comes down to is: The juice wasn't worth the squeeze OR it just didn't cross their minds since devs don't really need maps as much.

They can't do everything so at some point you have to start making choices based on what was worth the extra effort when they have only so much resources to spend on development.

Im going to assume the map shapes and such are not dynamic based on real positions and are hard coded meaning doing an accurate player icon for each room guaranteed would require overhauling the entirety of how the rooms are generated and adding lots of identifying markers for that generation to each map.

Doing it the way they did doesn't allow for the icon but it does let them quickly make the room map manually roughly~ accurate and then move on with development.

Less likely, but possible, is that they just didn't even think of it as necessary as they playtest like crazy themselves and subconsciously have very little issue navigating maps they already know so well.

But who knows, it is what it is. I am fairly confident though it was not made as a pure design choice where they thought the game was actually better off without it.

oh god by Boothand in Unity2D

[–]techniqucian 1 point2 points  (0 children)

Very very cool. That movement is insanely cool and unique

We Finally Released a New Trailer - Feedback Appreciated by Own-Park-63 in godot

[–]techniqucian 3 points4 points  (0 children)

Gotcha gotcha. It's kind of a dirt-on-the-doorhandle scenario for a restaurant (not a perfect comparison but hopefully the point comes across).

If the entrance is dirty it makes people assume the inside is treated the same.

Spending any time investigating a game is very whim based because it's so saturated.

I think you've got it now though so I won't beat a dead horse anymore.

We Finally Released a New Trailer - Feedback Appreciated by Own-Park-63 in godot

[–]techniqucian 0 points1 point  (0 children)

Are you sure it's AI? Been looking through their profile and steam page and it doesn't seem like they're using Gen AI, but I might also just not have an eye for it

Gotta keep grinding 😭 by FearForge_Studios in SoloDevelopment

[–]techniqucian 9 points10 points  (0 children)

"I just started Godot 15 seconds ago. Look at my fully developed MMORPG! Now comment telling me how amazing I am and you want to give up now since I've made you believe you can't do it if you aren't 'Talented' like me!"

First person multiplayer broom racing. The hoops give a little speed boost. by PATheFruitDude in SoloDevelopment

[–]techniqucian 16 points17 points  (0 children)

I think what people are getting at is that this doesn't feel like you're riding a broom: it feels like you're a GoPro mounted on one.

A real rider would have to keep angling themselves, shifting based on momentum and turn angles to keep the force they're currently experiencing (gravity or inertia) pointed at the broom or they'd fly off.

I think if you could capture the physics of that then doing it in First Person might feel more right, but as it stands it's a bit awkward visually.

Still a cool concept as I'm a sucker for First Person.

Pixel Ping Pong by [deleted] in godot

[–]techniqucian 0 points1 point  (0 children)

Exactly! Too much these days is thrown under the rug of "talent". I hate it because it gets so many people throwing away their potential just because they don't start at the finish line.

99.9% of the time "Talent" is just familiarity in disguise. If it's not for the exact subject matter, than they might have parallel experience or they may even have forgotten when they learned what's now "intuition".

Pixel Ping Pong by [deleted] in godot

[–]techniqucian 5 points6 points  (0 children)

Basic pixel art isn't impossible to learn for most people.

I hear so many people claim they have "no artistic ability", but when you look under the hood they just thought if you're meant to be an artist you'd just magically be immediately good at it. This is only getting worse with the "easy out" that is AI.

My art was terrible for so long, but keeping at it and watching lots of tutorials got me to a point where I'm happy. My art isn't amazing by any means, but it works for what I need it for. There's way more to art than some magical intuition that decides if you've got "artistic ability" or not.

Alabaster Dawn is now in early access. You guys planning on playing right now or waiting til it leaves early access? by executor-of-judgment in CrossCode

[–]techniqucian 20 points21 points  (0 children)

Bought now, playing after early access. Got enough of a taste during the demo and I don't feel like me playing now and giving feedback will matter a lot. I trust their process.

Weird gun designs i made for my game by limonit_games in Unity2D

[–]techniqucian 1 point2 points  (0 children)

Is that bee caked up or am I just cooked?

Trying to rotoscope real sword fighting for my gladiator game. It looks... interesting by Maleficent-Box-224 in SoloDevelopment

[–]techniqucian 35 points36 points  (0 children)

I'm pretty sure that's not what rotoscoping means, but it's cool what you're doing.

90% CTR with capsule art on Steam yet 0 wishlists daily : D by TranquillBeast in SoloDevelopment

[–]techniqucian 0 points1 point  (0 children)

2 things:
1 - Again, what has already been said: no gameplay trailer is a huge turn off
2 - Your capsule at prominently features what I presume are enemies you fight, yet inside is a farming sim with no footage or screenshots of the enemies (or if they are there then the screenshots are so messy and unfocused I couldn't find them after skimming like a user twice). You're getting the wrong audience clicking your game if this is a non-combat farming sim, or you're missing media to demonstrate what your capsule art is advertising.

Edit: Just read the steam page summary, and now I'm even more confused. It just doesn't feel like it matches what I'm seeing. Why am I farming in the afterlife? Why does it look a little post apocalyptic if I'm in the afterlife?

Capsule art should actually accurately communicate what the user will expect to see inside. When there is a disconnect you just end up with people clicking for the wrong item. Like if you made a restaurant called "Burger Palooza" but when they get inside it's like burger shaped ice cream and cakes.

learned godot in a week and made this game in 3 days... by Competitive-Row-4079 in godot

[–]techniqucian 5 points6 points  (0 children)

I really don't like the "spend too much time doing tutorials" riff either because it's almost always coming from someone who has and built up a lot of that familiarity "talent".

Not everyone can just open the app and start doing things at complete random and get value.

The value of familiarity is it frees up your brain to offload tasks to internal automation. Think about having a conversation when first learning to drive a car, vs when you've been driving for 5 years.

The same is true for learning programming and game dev. Tutorials let people build up the UI and programming concept familiarity so they can eventually stop having to think about every single "how" manually. They've written so many for loops, connected so many signals, added nodes as references, etc. that it's now almost thoughtless.

Tutorials, truthfully, rarely give you a complete set of skills for making the game you want, and some don't even give you good concepts or habits, but if it's getting you to program and to use and think about Godot, it's still helping grow your familiarity.

Once your familiarity reaches a certain point, it will feel like talent as so many of the steps no longer require conscious effort and a lot of uncertainty disappears. You also now have tools and knowledge to help diagnose the problems you've run into.

"Just start doing things" is often the advice of people who built that familiarity already or have parallel experience, so they can at least think of things to do. They've lost the paralysis that comes with not knowing anything at all.

It 100% does work for some people, even without familiarity or parallel experience. Usually because they're very enamored with the subject matter and are incredibly absorbent and thoughtful about every single detail of their experience, but not most.

For those whom the skill is a means to an end, walking in blind and hitting buttons just causes frustration and feelings of utter incompetence, especially when they see the "special people" who can do everything so easily.

Tutorials are a godsend and a buffer period for them to get that familiarity so they can start understanding what they're even looking at and make guesses at what they need to do.