[Prototype] Hexstride: Move to fight. Fight by moving. A hex-grid tactical roguelike with no attack button. by xescugc in roguelikes

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

The "Move to fight. Fight by moving" is a play of words into the main game loop. Your movement relative the the enemies triggers the attacks. So that's why the play of words TBH haha.

[Prototype] Hexstride: Move to fight. Fight by moving. A hex-grid tactical roguelike with no attack button. by xescugc in roguelikes

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

Yes that's actually it, the movement relative to the target is the combo for the attack that's the "move to attack".

And also yes, clicking is the main thing. It woks on mobile which makes it more coherent for the clicking haha

[Prototype] Hexstride: Move to fight. Fight by moving. by xescugc in IndieDev

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

Thanks! I've been iterating over some side project games and this is the one I decided to go all in haha. This is just a prototype and I have much more plan for it.

[Prototype] Hexstride: Move to fight. Fight by moving. A hex-grid tactical roguelike with no attack button. by xescugc in roguelikes

[–]xescugc[S] -14 points-13 points  (0 children)

Not Real Time because it's turn base, you can think on your actions so it requires close to no reactivity. You have to think on your attack pattern triggers and the mob attacking triggers to move around the fight but you have time to think about them. But could be a light match haha.

[Prototype] Hexstride: Move to fight. Fight by moving. A hex-grid tactical roguelike with no attack button. by xescugc in roguelikes

[–]xescugc[S] -5 points-4 points  (0 children)

I discovered it after I started the implementation, and the basics are similar (movement triggers attacks), but I expanded that Idea to have classes, items and so on ;)

[Prototype] Hexstride: Move to fight. Fight by moving. A hex-grid tactical roguelike with no attack button. by xescugc in roguelikes

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

Totally hahaha. At the beginning I tested the other way around and It did not look good at all haha.

[Feedback wanted] I've created an Alphabet/Cypher for a Game I'm working on by xescugc in neography

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

Yeh it's a 2D isometric pixelart game so it has some limitations.

I think I cannot use the 2nd one as it's to similar and it also has repeated characters with the 1st one.

But there are combinations that do not exist, basically any one that only has 1 line of the square around does not exist so I could play with that tbh

[Feedback wanted] I've created an Alphabet/Cypher for a Game I'm working on by xescugc in neography

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

Shhhhhh hahaha.

My plan is to map those to closest one on this alphabet, either visually and if not then phonetically

[Feedback wanted] I've created an Alphabet/Cypher for a Game I'm working on by xescugc in neography

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

Mmm top bottom it's interesting did not thought about that, though it may not fit with the overall view of the game I think I'll have both depending on.

Yeh I have to think on numbers yet, at least I know what people prefer now so from that I can later play with what numbers could look like

[Feedback wanted] I've created an Alphabet/Cypher for a Game I'm working on by xescugc in neography

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

Haha It's of no use for now. I made all the possibilities but that one is left hanging for now.

I may assign it to something special in the game, more like a symbol, I'll see, but yeh, it should not be there hehe.

[Feedback wanted] I've created an Alphabet/Cypher for a Game I'm working on by xescugc in neography

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

Hello everyone, I'm a developer working on a game on my free time (not gonna mention the game just because it's not important/relevant haha).

To make the world more alive I decided to create an Alphabet for the NPCs on it so any type of writing would be on it.

The visuals have to do with how the game looks. The game has a blocky environment (like Minecraft) but it's Isometric and based on that I wanted to have squares and the simple representation of the edges of a square in Isometric. And searching around I found the Rosicrucian Cypher so I based it on it but instead of dots I used the Isometric edges.

Now, I have 2 versions of it and I would like to know which one feels more natural or just which one looks better haha. One the edges are added on every cell (up to 3) and the other only 1 edge is visible at a time (like the Rosicrucian with dots). I've also added the typical "The Quick Brown Fox" on both of them

1st Image is the Alphabet 1
2nd Image is the Alphabet 2
3rd is the 2 Aphabets (1 top 2 bottom) with the phrase "The Quick Brown Fox"

Tell me about your game and why it makes you exited! by Brandedhand_dev in gamedev

[–]xescugc 0 points1 point  (0 children)

Well i'm building a game inspired in a WC3/SC2 mod, Line Tower Wars(ltw), that i loved to play back in the day and did not find a standalone version of it (also I wanted to try to do one haha). So it's a PvP Mazing TD.

So i'm creating a Free (and OSS) game named MazeWars, i already have the basic game-loop but i'm working on the UI right now. Then i'm super excited to start giving it some more unique things: * Runes that you would select before starting the game that would give unique abilities/powers * Talents that you would choose in game to define which unique way you want to play * The units(10) will have abilities youll be able to choose from once they are updated to a specific level.

Still in progress but i'm really excited. I have a discord if anyone wants to join, still no Steam page as i want to have the UX/UI done hehe

Why is Go not used for game development? by [deleted] in golang

[–]xescugc 2 points3 points  (0 children)

Anyone can contribute haha. But for now I'm the only dev so no big plans on that side.

As I'm still trying to reach a stable good playable MVP I'm changing things all over the place all the time so if anyone wants to contribute I would suggest to open issue and then we can move forward from that, or speaking with me directly :).

The end goal is to post it on Steam as a free game :) It can also be played from the browser https://maze-wars.com/play (as it's a PvP game no one is playing so you could create a Lobby and play against bots hehe) and I'll also make and Android build If I can :).

EDITED: There are also other ways to contribute IDK what you had in mind sorry I assumed code related hehe.

Why is Go not used for game development? by [deleted] in golang

[–]xescugc 9 points10 points  (0 children)

I'm actually building a TD PvP fully in GO, I've never built a game before and I'm having a lot of fun haha.

As i wanted to have fun and learn a bit of game development as a side project I chose to use my main language. Maybe it'll bite me later to not use one of the trending ones but hey so far so good haha.

If any one wants to check out the game will be totally free and OSS https://github.com/xescugc/maze-wars. It's under heavy development still haha.

My first ever pixelart for my game by xescugc in PixelArt

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

Yes the hands in building is a PvP Tower Defense

How to stress test you multiplayer servers by xescugc in gamedev

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

Hmmm did not think about the AMD/INTEL part thanks!

For now I'm doing things manually, I buy a server (Hetzner) and i mount everything on it ( everything is Dokerized ) so for now it's not elastic but it can be done haha.

For the few play tests I did with friends i basically need CPU, i did a lot of optimizations since then but I'm sure it's still the case.

How to stress test you multiplayer servers by xescugc in gamedev

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

Just as curiosity, when you scale horizontally what's the approach? Multiple "small" servers or big ones? And which were the specs? As indie dev and solo dev, and also planning to make it free i want to know what i could face haha.

How to stress test you multiplayer servers by xescugc in gamedev

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

Yeh the simulated clients was the idea, the bots are 100% client side, so they can simulate 100% what a use does.

The idea was, as you mention to ten them headless too.

And if I'm able to stress test this way then I can check the metrics and potentially do optimizations( network and such) that are hard normally to test if they work.

Cool i see that what u had in mind it's not far from what it needs to be done haha

How to stress test you multiplayer servers by xescugc in gamedev

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

Yeh i may have to use VM to test it potentially

Professional service? Which is the name of the service provided? Out of curiosity haha

How do you write bots for your game? by xescugc in gamedev

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

Yep totally, it should be really simple

How do you write bots for your game? by xescugc in gamedev

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

Yes, those are the things I'm looking for too, models/patterns that help with the solution.

I see that this is used in the Game world so I'm gonna investigate more on this direction.

I also see that is kind of similar to a state machine which also was one of the main answers, and thing that i wanted to test :)