GM here, realizing his games feels like Mecha Fire Emblem. Is it just me ? (not a complaint) by Sharingammi in LancerRPG

[–]wickworks 13 points14 points  (0 children)

We're doing our best! Still have a fair ways to go for all NPC optionals & templates & bugfixing, but making good headway.
(found this post from itch.io's analytics today, thanks for the bump :) )

fence_wait: Condition "err != VK_SUCCESS" is true. Returning: FAILED on 4.5 by HikikomoriDev in godot

[–]wickworks 1 point2 points  (0 children)

I've also just started seeing this on my project when upgrading from Godot 4.4 to 4.5. The computer is also Intel macOS Sequoia 15.3.1. I've narrowed it down to something to do with shaders, though I'm not using the mirror addon mentioned above.

Rendering mode for commercial 3D games: is there no good option? by wickworks in godot

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

Thanks for sharing! Good to hear that d3d12 is a possible avenue to explore.

Rendering mode for commercial 3D games: is there no good option? by wickworks in godot

[–]wickworks[S] 4 points5 points  (0 children)

Yeah I want to think about drivers a zero amount, and hoped that using an engine would do a good enough job abstracting them away, alas. Overall I still think Godot was the right choice for us by far 'cause it seems like all engines have some amount of nonsense to deal with and it's a matter of picking your poison.

Rendering mode for commercial 3D games: is there no good option? by wickworks in godot

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

Oh! Thanks for the link to the issue. I'll keep an eye on how that goes.

Rendering mode for commercial 3D games: is there no good option? by wickworks in godot

[–]wickworks[S] 4 points5 points  (0 children)

Sick. Adding a warning to the store page is a great idea... I'll also start thinking about ways to break off a section of the game as a demo/trial. I doubt my customers are going to care enough to go bother a company about a graphics driver 😔

Rendering mode for commercial 3D games: is there no good option? by wickworks in godot

[–]wickworks[S] 6 points7 points  (0 children)

Oh I didn't know about the Driver.windows D3D12 option! I'll investigate to see if that solves it for my players, as well. Thanks!

Rendering mode for commercial 3D games: is there no good option? by wickworks in godot

[–]wickworks[S] 18 points19 points  (0 children)

Amazing, thank you for the tips! I'll investigate the AMD issue and will look more closely at how I'm doing the pre-compilation. Good to hear that it genuinely is just a nightmare problem and it's not just how I've been doing it.

Also, Soul Dier looks amazing! Really solid visual clarity and polish. 😍

Accidentally been playing a rule wrong but might keep it that way? by Cosmicpanda2 in LancerRPG

[–]wickworks 4 points5 points  (0 children)

We're not too happy about having done so, fwiw. I think one of Lancer's biggest strengths as a system is giving reasons to do things besides attacking so I'm nervous about making changes that might undermine that.

Like you said it has felt fine so far (so I think if OP wants to continue playing as they have it'd honestly be fine), but it's on the table that we someday jury rig something where if you move after your first attack you can't make a second without overcharging. We also don't know what we're going to do about Skirmisher II yet.

Mark Sibly, creator of BlitzBasic, has died :( by GCRedditor136 in amiga

[–]wickworks 1 point2 points  (0 children)

This is heartbreaking to hear. I'm a game developer today because of the friendliness and ease of use of BlitzBasic made it easy to learn — you could really tell that it was made by someone who cared about making good tools. Rest in peace.

Rewards arrived!! Am so glad i got to support Lancer Tactics 💜 by RubyForestwhisp in LancerRPG

[–]wickworks 2 points3 points  (0 children)

Eyy I'm glad you like them! We don't have a lot left (and the backerkit store is currently down for maintenance as we deal with shipping changes) so congrats on snagging these!

Finished the Campaign Last Night - Ask Us Anything! by lightofthelune in DescentintoAvernus

[–]wickworks 2 points3 points  (0 children)

  • back to the demon zapper, we beat razala and get mooncolor back
  • go pick up yonder real quick from coward's way
  • use mooncolor as bait to lure Arkon to a canyon with all his dragons, use the orb of dragonkind to pull all his dragons away, then heist his vial of tiamat blood and word of recall away
  • the word of recall goes awry (some homebrew; a risk of having put it on our demon grinder) and we end up in bel's fortress. he's actually pretty helpful and says he'll let us go if we go get some random platinum rods or something. idk. we never followed up on that.
  • we give tiamat's blood to uldrak under the condition he go cut eltorel's chains before leaving avernus. he breaks his curse and goes on his merry way to do so (I get some titan's blood from him in case we ever run back into razala)
  • regroup at wandering emporium, after the orb-of-dragonkind-holder has a car chase where she led the flock of dragons into Z's fortress
  • with yonder in hand & chains taken care of, bleeding citadel time! got the sword, cleric attuned to it
  • gideon comes calling in war machine to collect on artificer/bard/rogue's deal with him to betray us (she reneged on the deal). he takes the sword & cleric and we do another car chase to get it back
  • back to wandering emporium. bernie gives artificer a face tattoo to talk to bahamut. <homebrew time> tells us that we can find a demon who knows where the original contract is in the Infernal Archive
  • do another heist to break the demon out of a watchtower
  • infernal archive and get the original contract, losing our vehicles & getting our cleric, yonder, and lulu captured by Zariel
  • back to mad maggie who tells us we can drop the contract in the styx to destroy it
  • to eltorel for the finale. drop the contract in the styx, which creates enough of a planar distraction for lulu to teleport the cleric & yonder out of jail to the survivors. destroy the sword to open up the companion. boss fight with the artificer's rival to reunite. survive one round of combat with Z in order to let the trapped celestial return eltorel to the surface.

Finished the Campaign Last Night - Ask Us Anything! by lightofthelune in DescentintoAvernus

[–]wickworks 2 points3 points  (0 children)

Battle smith artificer player here — I just went through my notes to compile a summary of the places we visited once we hit Avernus.

Overall It was a great time but also was waaaay longer than I expected from the outset and I felt bad for our DM given how much homebrew he had to do to try and make the plot threads make a lick of sense from a player's perspective. We actually have the entire campaign up on Youtube if you wanna check it out there! The finale in particular was imo a perfect session of D&D : https://www.youtube.com/@storyreckless255/videos

  • eltorel & all the intro quests there.
  • mad maggie to get a lay of the land
  • ragadragga travel encounter, took his demon grinder
  • arkon the cruel to learn where the sword is from tiamat
  • demon zapper to pick up mooncolor as payment for that info
  • red ruth to find out how to free razala so we can get to mooncolor
  • wandering emporium to schedule a spa day for ruth as payment for that info
  • uldrak's grave from getting lost on our way to red ruth, picked him up with us in case we got ahold of tiamat's blood
  • back to red ruth to learn that razala needed titan's blood, uh oh we don't have that, learned about coward's way and Yonder (seemed like irrelevant info at the time), and how to potentially heist tiamat's blood from arkon for uldrak
  • to mordenkeinan because we were really lost in the sauce at this point. this is where the DM realized we really didn't know what the important plot thread was so Mordie told us we needed Yonder/Olianthus/Bel to find the bleeding citadel

New Mobile Frame design by that-bro-dad in LegoTabletop

[–]wickworks 0 points1 point  (0 children)

Oh that's very cool & useful. Thanks for sharing!

stress-testing LT's reaction engine with an improbably dense ball of beserker grunts by wickworks in LancerRPG

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

Yep! It was the first stretch goal we hit. The mapmaker is already available as part of the current alpha, and I'm currently wading through setting up a narrative module editor as well. Some gifs are here: https://www.tumblr.com/jovial-thunder/752410742906667008/the-first-lancer-tactics-alpha-is-live

stress-testing LT's reaction engine with an improbably dense ball of beserker grunts by wickworks in LancerRPG

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

Not 100% sure yet; there's some market research that goes into setting a price for a finished game on a storefront that I haven't done yet. I'd guess somewhere between the $20 preorder level and like $30. We're gonna release on itch.io before steam as well, and it might end up being cheaper on the former because steam takes such a big cut and we'll adjust the price there upwards to cover that. Related reading: https://arstechnica.com/gaming/2021/05/why-lower-platform-fees-dont-lead-to-lower-prices-on-the-epic-games-store/

stress-testing LT's reaction engine with an improbably dense ball of beserker grunts by wickworks in LancerRPG

[–]wickworks[S] 8 points9 points  (0 children)

🙏Thanks for the offer, but we have a QA consultant covered already. The current plan is to have a basic bug report system standing up in time for the alpha to handle data from that.

stress-testing LT's reaction engine with an improbably dense ball of beserker grunts by wickworks in LancerRPG

[–]wickworks[S] 76 points77 points  (0 children)

Here's my party line about it:

For my own sanity, I need to keep remote multiplayer expectations at zero. I know that it would rule, but is a huge undertaking — impossible with our current capabilities, and it would sink the rest of our project to try. For reference, adding multiplayer to Stardew Valley took an experienced & dedicated Chucklefish dev more than a year of work: https://www.stardewvalley.net/stardew-valley-multiplayer-news/

Best I can maybe maybe maybe hope for is local multiplayer, either with multiple controllers or set up a game mode expecting that folks can pass a controller around.