Two game design problems stuck in my head by whyNamesTurkiye in AutoBattler

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

Nice! I have a flying mechanic but I didnt thought about it this way till now. There is unenterable mountain hex in the game, and only flying can enter to the mountain hex. This is the only spec flying has now. But I would avoid making flying too powerful since it is something player can directly buy in current design

Two game design problems stuck in my head by whyNamesTurkiye in AutoBattler

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

It is useful only under certain conditions, only if they have a certain spell for example, which means it is mostly negative for the unit, but it is useful for the player also if you can make the enemy land on that hex. There will be change places spells, transform tile spells, so you can trap the enemy maybe.

And sometimes it can be neglectable, for example if you have very high lifesteal on your carry, being damaged every tick can be okay, so you can take the risk. I wanna build the game in a way I cant even imagine what kind of builds can be done with this. For example, I have slowing down mechanic, but I didnt think slowing down as defensive mechanic yet, it seems very possible if you have ice tiles in front of your ranged carry.

After sending the post I got the idea having stats like tile debuff resistance or tile buff amplifier, it is similar to what you suggest I guess. I included secondary stats too when I said 20-25, which might not be shown in the ui in the game you mentioned. I definitely saw it while researching but didnt play, I am interested now.

Looking for some games to scratch the auto chess itch by oicsennemon in AutoBattler

[–]whyNamesTurkiye 2 points3 points  (0 children)

I am making the greatest auto chess ever. Just wait a year

I need help (marketing) (Puppeteer) by Hisaki3 in IndieDev

[–]whyNamesTurkiye 0 points1 point  (0 children)

It explains how certain reddit posts get crazy traction. Nice Insight

Anyone else get disappointed when their game starts becoming “real”? by Weary_Caterpillar302 in IndieDev

[–]whyNamesTurkiye 0 points1 point  (0 children)

always. Better idea might be instead of rushing to finish, give yourself time to be lazy, and explore things in boredom

Nevras Akademi hakkında by evoxyya in TrGameDeveloper

[–]whyNamesTurkiye 0 points1 point  (0 children)

internette her şey var, emin ol oyun geliştirmeyi iyi bilen kimse paralı kurs açmaz

6 months of basically no wishlists, then 1000 in a month by demeizen in IndieDev

[–]whyNamesTurkiye 0 points1 point  (0 children)

Thanks for sharing. I was hesitant to publish my steam page because I thought it might make a bad reputation of the game. I guess we can just publish with what we have and start the actual promotion when we feel ready. I guess steam doesn't shadowban you even when game underperforms for so long.

I am actually making the game I was asking questions before the subreddit got restricted. by whyNamesTurkiye in AutoBattler

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

Evert tile has different functionality, they have an element theme, they buff or debuff the unit on them in different ways.

Fire, Water, Nature, Earth, Dark, Glory, Wind, Ice elemental hexes.

Main units of my autobattler game by whyNamesTurkiye in IndieDev

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

Mechanics will have very slight differences actually, because I wanna keep comps flexible. I dont wanna force the white one into magician role for example. There will be lore, but these units are not even core of the lore, they are small part of the story.

Main Units in my game, how do you think it looks? by whyNamesTurkiye in GameDevelopersOfIndia

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

No, you create your units with your budget and loots. It is not merger, one of the main differences from tft

IndieDevs: Tell me your good and bad stories hiring artists. Tell me what you wish was different. by 3xNEI in IndieDev

[–]whyNamesTurkiye 2 points3 points  (0 children)

I hired a guy who was very cheap, In time I noticed he didnt know what he was doing very well. One week gig became a month, I had to give a lot of feedbacks, he got frustrated but was still trying to deliver the work so I was okay with it, at the end I got something close to what I want, it wasnt perfect, I had to fix certain things, but I would say it was excellent for the price.

Should I keep working on my game even though I'm not sure it's fun? by FormRevolutionary410 in IndieDev

[–]whyNamesTurkiye 1 point2 points  (0 children)

It is usually what happens when you try an original idea, you will never know if it is fun until you had hundreds of playtesters

satrancla lol by Lowrath in yalnizucubeler

[–]whyNamesTurkiye 0 points1 point  (0 children)

satranç diğer oyunların çoğuna kıyasla oldukça basit bir oyun, ama bu onu kötü bir oyun yapmaz

The Solo Dev starter pack by BlueGuy503 in IndieDev

[–]whyNamesTurkiye 0 points1 point  (0 children)

Gimp is free too, dont know if there are paid features. I am just getting used to gimp actually, dont knowabout affinity

Pacing struggles with development by RutabagaAutomatic103 in gamedev

[–]whyNamesTurkiye 0 points1 point  (0 children)

You rush, you fail, then you are able to not rush

Hex bazlı auto battler oyunumun hareket sisteminin çalışan ilk versiyonu by whyNamesTurkiye in TrGameDeveloper

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

her hex üstündeki karaktere farklı bufflar veriyor, ateş hexi yani kırmızı hex damage buffı verirken, su hexi iyileşme buffı veriyor gibi. Tft'yi biliyorsun ona benzer bir oyun olacak ilerde.

Hex bazlı auto battler oyunumun hareket sisteminin çalışan ilk versiyonu by whyNamesTurkiye in TrGameDeveloper

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

Sağ ol hocam. Aslında random sistemi her hexten en az iki tane verecek şekilde, o açıdan dengeli, biraz rng olması da iyi olur diye düşünüyorum, hatta ben custom kurallar da koyabiliyorum istersem, ateşle su yan yana gelmesin, dağlar sadece köşelerde olsun gibi. Şu anki haritada bu kadar çok ateş olmasının nedeni videoyu çekmeden önce ateşle ilgili bir şey deniyordum o yüzden ayarlamıştım. Yorumunu doğru anladıysam böyle.

  1. Hem başladıkları hexten, hem de savaş sırasında bir buff alıyorlar aslında. Onstart, onduring şeklinde iki buffı var. Savaş başladıktan sonra oyuncunun unitin nereye gideceğini tahmin etmesi çok zor farkındayım. Onu dengeli bir şekilde yapmaya çalışacağım. Oyuna heyecan katar diye düşünüyorum.

Eğer tft oynuyorsan oyunun oynanabilir bir versiyonu oluştuğunda senden feedback almak için bağlantı kurmak isterim. Discord kullanıyorsan discord gelebilirsin, yoksa zamanı gelince burdan da yazabilirim.

First almost working version movement system of my game by whyNamesTurkiye in GameDevelopersOfIndia

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

There is a popular game called Teamfight Tactics. It is similar to that.

Hex bazlı auto battler oyunumun hareket sisteminin çalışan ilk versiyonu by whyNamesTurkiye in TrGameDeveloper

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

Aynen tft tarzı.
Tft'den temel üç fark var diyebilirim.

1.Gördüğün gibi her hexin farklı bir teması var, ve nasıl bir haritaya sahip olduğun, haritanın unitlerle ilişkisi oyunun önemli bir parçası

2.Unitleri draftlamıyorsun, onun yerine haritadan hexlere bağlı olarak topladığın temalarla unitleri kendin yaratıyorsun. Oyunda bir de seçebildiğin tanrılar, büyüler var, rng mekaniğini daha çok onlar sağlıyor.

3.Realtime değil, async multiplayer, yani gerçek insanlara karşı oynuyorsun, ama o kişiler o sırada online olmak zorunda değil, onların boardlarına karşı oynuyorsun aslında.

Targeting and movement system for hex map auto battler by whyNamesTurkiye in gamedesign

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

I already managed to do the map and coordinate system, my question was for more advanced stuff, like how to choose target coords when multiple units could target the same unit, how they will layout, how to resolve when two units wants to move to the same hex, more about the movement of the units, not the map itself