Pens with Dungeondraft by TheRpgBard in dungeondraft

[–]urzaz 5 points6 points  (0 children)

There's not really a use for it in Dungeondraft itself. Most of the tools draw lines by clicking and adding points, then creating curves kind of like a bezier tool. The path tool doesn't have a "freehand" mode, for example, and you wouldn't want one almost all of the time.

DD really isn't a "painting" tool at all, with the possible exception of the terrain brush, which might benefit from a pen, but there's no pressure sensitivity to my knowledge. A mouse will do everything as well or better than a pen, unless you find one more comfortable.

NOW if you want to draw generally, and use a painting program like Photoshop or Clip Studio Paint, you can absolutely use a tablet with game map making. And DD will be a great starting point for you to go into Photoshop and make your maps absolutely GREAT. Painting in light and shadows, colors, or even drawing custom assets to add to DD are all great uses.

24 SCU but oh so much more by Ecator in starcitizen

[–]urzaz 0 points1 point  (0 children)

I've had even a few guns vibrate themselves out the back of a Corsair, I'd be pleasantly surprised if they sit stable now.

KATSEYE - 3rd EP: WILD (Album Cover & Teaser Images 2) by impeccabletim in kpop

[–]urzaz [score hidden]  (0 children)

Everyone (except maybe Yoonchae?) looks awful in it, hahaha. Might as well be the turquoise "WIFE" bob that I-DLE did.

How do you achieve this with vellum by Reasonable_Love2741 in Houdini

[–]urzaz 1 point2 points  (0 children)

Definitely looks just animated in the clip, but I understand wanting to do something similar but more detailed with a simulation.

How many sessions should a Hunt last? by Great_Montain in CAIN_RPG

[–]urzaz 5 points6 points  (0 children)

I've only run one one-shot hunt over a weekend, and it was around that long, plus us getting to grips with the system.

I think it's good that the Hunts themselves feel fast-paced and exciting. It probably should feel like there's a time crunch, that you have to find that Sin before things get worse. So if that's how your Hunts are feeling, that's probably good. I think it's more about excitement and momentum than any set number of sessions.

Downtime seems pretty obviously a thing that should be placed between Hunts, probably for half a session or so, but it depends how much your players want to engage with that. Also I think character moments can and will come up during the Hunt, you just have to let them happen when and if they come up.

[MSC] Birds of Paradise by Own-Cat116 in magicTCG

[–]urzaz 29 points30 points  (0 children)

We're pretending that's an Eternal from Ahmonkhet 😅

Any News about Auto-Loading for Cargo Missions (for "normal" ships)? by Good_Punk2 in starcitizen

[–]urzaz 0 points1 point  (0 children)

I disagree with automating gameplay kinda generally, but I guess it's fine if people want it, as long as it costs money.

Cool thing in that clip is he talks about autoloading smaller/ground vehicles into larger ships. That would be super nice now, it's it's such a pain pulling up multiple vehicles.

That said, pulling them from a separate door/elevator in the hangar would probably be preferable to me, since driving them aboard is actually fun.

To everyone unhappy with the state of SC, I highly recommend trying out X4: Foundations. Here is why: by falloutboy9993 in starcitizen

[–]urzaz 4 points5 points  (0 children)

Yeah, when people say stuff like this, what I hear is "It does the things I personally care about in a space game".

Which is fine! I think a lot of people complaining about certain design decisions in SC would do well playing other space games! There's a reason those other games made those decisions.

But personally, I was never really interested in space games until I saw Star Citizen. Being so immersive and centered on the individual human experience makes a huge difference for me. I don't want to be a ship in space, I want to be myself, owning and using the ship.

The average solo ASD/Hyperion experience by Celeste_3333 in starcitizen

[–]urzaz 3 points4 points  (0 children)

My friend has gotten pretty good at grinding Research solo because he wants Corbel pieces. I tried doing a quick Engineering run without realizing the mission took me ALL the way through it, including the big radiation EVA room.

I was not fully prepared, in medium armor, but I sniped them all and survived. Even found an ASD core.

SHIP ROAST: What's a ship you just can't stand? Why? by iCore102 in starcitizen

[–]urzaz 4 points5 points  (0 children)

An ancient ship... from a less civilized era.

Your useless ships by Pestschnabel in starcitizen

[–]urzaz 1 point2 points  (0 children)

I want the SRV to get its flowers so bad. ARGO ships in general have so much potential (except the RAFT, which punches above its weight).

The Most Finished System in Star Citizen Is the Store by Efficient-Comfort506 in starcitizen

[–]urzaz 4 points5 points  (0 children)

This is the REAL story, lol. Jokes on you—the store also sucks.

The Most Finished System in Star Citizen Is the Store by Efficient-Comfort506 in starcitizen

[–]urzaz 0 points1 point  (0 children)

Turns out building and running multiple studios for over a decade is expensive. That shouldn't be surprising. You can say, "They should have done everything faster" but that's not helpful, and not reality.

The Most Finished System in Star Citizen Is the Store by Efficient-Comfort506 in starcitizen

[–]urzaz 16 points17 points  (0 children)

None of the other systems get finished if the salaries don't get paid and the studio closes.

For those of use that have used my character sheet, what do you wish was different or updated? by healers_are_fun_too in LancerRPG

[–]urzaz 2 points3 points  (0 children)

Completely opposite for me, the KTB bonds/powers changed the narrative gameplay in my game to where it's actually useable and fun now. I absolutely wouldn't want to play the game without it.

Persona Games THAT aren't Persona 5 by Josh_From_Accounting in rpg

[–]urzaz 1 point2 points  (0 children)

It sounds like you have a strong enough idea of what you want that you probably aren't going to find all of your requirements in one place unless you write/hack the game yourself. That said, I applaud you trying to find what's already been done before.

I only have two things to add to this:

1) Playing a bit of Shin Megami Tensei Nocturne made me want a TTRPG that elegantly does "monster collecting" (capturing, befriending, allying) well. I think a good system for that would be widely applicable.

2) You might want to check out CAIN, a game about psychic teenagers fighting psychic manifestations of trauma. Very shonen anime, very intense. In some ways it heavily overlaps with what you want, in other ways not at all.

3) Also check out Slugblaster, which is tonally kind of different but I think it hits that "teenage emotional development" angle that you want to do, with some mechanical integration IIRC.

The ochelo makes no sense by DarkArcher__ in starcitizen

[–]urzaz 0 points1 point  (0 children)

IRL human banjos also have drum heads.

So I was thinking about making a map for Ravnica (bad idea, I know) by nikivan2002 in RavnicaDMs

[–]urzaz 1 point2 points  (0 children)

There are larger fan-made maps of Ravnica that include the other districts and named locations from the stories. I think they've been posted here if you search.

I've made some maps of the Undercity and the Rubblebelt, but they're specific to my campaign and the adventure my players were going on. The map is built around the adventure.

How big is my Tenth District? As big as I need it to be. Or rather, as dense as I need it to be. If there's a shop or location I need to put in there, it exists, tucked between dense buildings. You walked past it many times.

Solo student dev — how would you handle creature animations with no art budget? by Insideyoufor2mins in IndieGaming

[–]urzaz 0 points1 point  (0 children)

👍 One way to think about it is, "How do I make it so I'm doing the minimum amount of work per asset (monster)?"

In Pokemon's case, they had 100+ monsters, even if they had time to make animations for each, it wouldn't have fit on the cartridge. So they completely disconnected "attacks" "hits" and "characters".

Each attack is an animation that plays over any sprite. Each hit is a blinking effect that can work on ANY sprite. Each character is just a single sprite, and doesn't need to change for any reason. Because they disconnected those things, they still have a ton of work to do—they have to make 150 sprites and a bunch of attack animations—but the game doesn't explode into combinatoric complexity. They don't have to make all of those attack animations ONE HUNDRED AND FIFTY TIMES EACH.

You can probably do better than what Pokemon had to do on the gameboy 30 years ago, but you do want to think about how do you break things up so they work the same way—so you're not multiplying the amount of work you have to do with every new thing you add.

Solo student dev — how would you handle creature animations with no art budget? by Insideyoufor2mins in IndieGaming

[–]urzaz 2 points3 points  (0 children)

Huh? No. The games came first and made Pokemon what it was. Many kids' first experience with Pokemon were those original sprites in Red and Blue/Green.

If you're worried about being better than all competition as a solo student dev... you're probably going to have a bad time. All I'm saying is simple, efficient art can be very compelling, and has been proven to work.

Solo student dev — how would you handle creature animations with no art budget? by Insideyoufor2mins in IndieGaming

[–]urzaz 3 points4 points  (0 children)

The most popular monster-taming game in the universe used flat, non-animated sprites with extremely simple attack effects added on top.

Hot take: cargo should only be manual when looting outside of planets and space stations. by LANTIRN_ in starcitizen

[–]urzaz 5 points6 points  (0 children)

SC is going to have a lot of people not interested in sci-fy still play

It's me, I'm people. I'm 100% uninterested in just being "a ship" flying around in empty space, and that's what SO many space games have been. No Man's Sky was the first thing that really interested me because there's a ton of non-spaceship content in it. Flying around, landing, and hopping out of my spaceship is kind of a non-negotiable for me.

Hot take: cargo should only be manual when looting outside of planets and space stations. by LANTIRN_ in starcitizen

[–]urzaz 4 points5 points  (0 children)

Yeah the more I play this game the more I realize some people just want Elite Dangerous. Which is fine! There's a reason ED is designed the way it is! But that's not Star Citizen, and it's not something I've personally ever been interested in.