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Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
"I'm just making a simple go-kart, there's no need for anything complicated. So instead of grabbing a bicycle wheel off the shelf, I'm gonna whittle a wheel out of wood, when travel to a distant country to get some rubber, then hand-forge an axle...."

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Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Manslaughter posted:

:iiaca:

Pizza made from scratch tastes better than the frozen ones.

I assume you grow and grind the flour yourself? Actually if I want a really good pizza, I go to a restaurant and have someone else make one for me.

Nobody except yourself appreciates the effort you put into making a game. The vast vast majority of really popular games are made with off-the-shelf components put together well. My post was about literally re-inventing the wheel. Don't do it. Spend that time making the design good instead.


Omi no Kami posted:

Hmm I'm not sure, doing it that way wouldn't necessarily alleviate the problem multiple characters solve: I was picturing letting you change who you're controlling from moment-moment as a way to ensure that 100% of your time is spent doing fun things like investigating scenes and interrogating people, even if that only constitutes 20% of an investigator's day. It's probably smarter to just stop worrying about it and say "He's a magical investigator who never goes into the office," but I'm trying to think my way out of that first. :)

Multiple perspective games are awesome and cool. See how they did it in GTA V, and the most recent Driver game. I don't think you have to worry about justifying it. Just remember that 100% of your time being fun is not necessarily what you should be aiming for. The player does need time to decompress.

EDIT: VVV You could also make what the investigator is doing when he is *not* investigating interesting. How about giving him a family, a hobby, a favourite TV programme? Build a little character.

Fangz fucked around with this message at 15:07 on Apr 29, 2015

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
You said you wanted to do a "simple 2D thing", not some crazy performance intensive obscure and complicated thing that no one has ever conceived of.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Nude posted:

Oh sorry, I just wanted to know if everything readable. Like the rock, lighting from the right, the cave in the background. That's about it. And perhaps if it looks nice or things I should improve on. I guess this isn't a place to ask for art direction, but I got useful feedback before about it from another guy.

Is this meant to be complete?

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Nude posted:

The rock probably the closest thing to be completed, but sure treat it like it's completed if it helps. Don't hold any punches.

Oh wait, now I remember you from the Making Comics thread.

Look, my general comment is the same as before. It looks really lazy. You need to spend much much more time and more care in your work. Even with the supposedly complete rock it's a mess, with the fill leaking out of the lines and beyond the boundary of the object. The shadows make no sense, the rock is shifted so it isn't clearly on a horizontal plane with the character, the character's pose is kinda lifeless, the background is a sketchy mess.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Pi Mu Rho posted:

I had a brainstorm for a minigame within a VR game I intend to put together at some point. So I threw this together in Unity:

http://www.nealeroberts.com/hack/2/

Doesn't work on Chrome, annoyingly.
The score/high score and difficulty sliders won't be part of the real thing, I just put them in for testing purposes. Any feedback would be appreciated.

It's too hard on difficulty 0 and too easy on difficulty 4. I think you're best off checking that the number of permutations required to succeed doesn't exceed a certain number.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
In general, English language VNs seem to have a critical shortage of ambition. I also get the feeling that developers outside Japan don't benefit from the population of professional-quality anime style artists living off crumbs, that Japan seems to have.

Also of course anime porn is the bread and butter of the industry and people tend to frown on that.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
I don't think you have any idea what you are talking about.

LORD OF BUTT posted:

So I'm trying to do something in Inform 7 and I'm running into a weird problem. Do I need to call every single door I make something different in the game itself, unless I want to find some kind of clunky workaround? It seems like I can only have one door named "the exit" or "the metal door."

Try asking on the intfiction.org forums, they will probably know. I don't think many people know about I7 here.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
If the artist is trying to work out the right aesthetic, it seems like it would be easier with work within the intended poly budget than try and squeeze whatever is accepted into a possibly impossible budget later oh.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Omi no Kami posted:

I think the feel of cheap, cramped, smoke-stained claustrophobia is the most important, and there must be a way to preserve that without compromising on gamefeel. I think there's some potential to TooMuchAbstraction's suggestion, and one way to tighten the office up without compromising on navigability would be to make sure that nothing interesting is behind or to the left of the chair- if instead of a big C, the office's walkable surfaces could be an L around the desk, with an interaction icon on the chair/desk itself that would slide the character into her chair. I'll take a swing at that tomorrow morning (the layout, anyway- interactables are probably going to be a monday/tuesday thing), but in the meantime I just finished experimenting with cramping the office back up while keeping it traversable. I'm going to take a fraps video in a moment, so you guys can see how it navigates... I don't think the new version has either the character of the original or the level of freedom of the super-wide guy, but it is getting closer.

EDIT: video completely failed to illustrate gamefeel in any appreciable way, but I tore a few walls out based on the above, and I think I've got something neat. It's a little more cubicle than I intended, but I think it manages to be constricting while remaining fun to move around in. Same room from two angles:





This is going on a bit of a tangent, but Mutata, as an environment artist what do you think of beyond two souls? They kind of represent the polar opposite of what I'm trying to work on here: they use a super-spacious world layout, which buys them some interesting stuff (exploration feels great, as you rarely grapple with the environment while navigating), and the combination of tiny player model + huge world produces the illusion of a lot more freedom than you actually have. On the other hand, that sort of hyper-aestheticisation partially relies on not looking too closely, and if you spend most of the game visiting the same areas over and over again (as is the case in mine), the seams could quickly begin to show.

I'm not sure which video you mean, but the question I have is how your camera is going to work in this cramped space?

One suggestion is that maybe you don't need the player to move around and explore in his office. Just walk in, and the character automatically goes over and takes a seat in his chair and the camera shifts to that perspective, looking at the files on his desk. You can have more open exploratory environments for the rest of the game for the player to poke around in, and have the office as intentionally different from that.

Making the office cramped and inaccessible would work to your advantage - it would signify that this office is your character's little fort.

Fangz fucked around with this message at 14:39 on May 17, 2015

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Shalinor posted:

That's the other reason, and why you see the off-center 3rd person even in non-shooty games. There's a lot of good reasons for doing it. I think Gears of War was the first to figure that out?

I'm pretty sure Resident Evil 4 had it earlier.

Thinking about camera systems, after that article about cameras in 2d platformers and how they developed, might not some of those ideas be applied to 3d? So, swing the camera around a little bit to look at things of interest...

Fangz fucked around with this message at 15:36 on May 18, 2015

Fangz
Jul 5, 2007

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Omi no Kami posted:

The popping bugs me too, especially in the configurations from the gif (where the camera is farther away): for me, the one time I notice the camera offset is when I turn and it goes from maximum range to popping against a near wall and back to maximum range.

Can't you smooth the camera out a bit? Slow down how fast it can go back out?

Fangz
Jul 5, 2007

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Omi no Kami posted:

So this is a weird consideration, but is there any way to incentivize daily activities without sims-style bars? I'm trying to go for zero or near-zero UI, and balancing bars isn't fun, but I really don't like that without the life sim component your character has no motivation to eat, use the bathroom, shower, change his clothes, or really do anything that flesh and blood humans do- he's basically robocop at this point, spending all his waking hours chasing the guilty.

I can make that work, but I'd really prefer to work out at least a rudimentary economy for daily life.

Is doing that stuff fun at all, though? I mean all you are setting up is the potential for there to be an exciting crime solving scene, then suddenly OH NO YOU NEED TO POOP, OH NO YOU DIED BECAUSE YOU DIDN'T POOP.

Just have that stuff take place in an automatic scene that takes place once a day.

Fangz
Jul 5, 2007

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RPS linked to this blog about game UIs, which seemed very interesting.

https://anykeytostart.wordpress.com

Fangz
Jul 5, 2007

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If you are going for a fatigue system, I think the most important thing is to have becoming fatigued be a choice. As opposed to constantly making the same choice to avoid becoming fatigued.

I think the former is much more interesting. In the latter, the player is just going to expend continuous effort to avoid ever seeing whatever fatigue mechanic you might implement. This would be both tedious and difficult to balance, and breaks immersion because people do not ordinarily forget to sleep.

Whereas the 'okay, I am in a hurry, DARE I PULL AN ALLNIGHTER', or the 'I got a phone call at 4am, do I go to the office knowing it will ruin the rest of the day?' creates more the decisions and dilemmas you are after and lays things out for the player without being tedious.

Fangz
Jul 5, 2007

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Aneurexorcyst posted:

I'm pretty slow at game dev so I decided to take part in the 1 hour game jam last weekend to perhaps train myself to get quicker. Somehow I managed to pull it off and people even liked my entry - the awfully titled, "Tapgrid", so I thought I'd spend the weekend polishing it up a bit. Yes, I'm looking for feedback :)

Polished version: http://sean-noonan.com/development/dev_noonantap/1_5/

1 hour original: http://sean-noonan.com/games/tapgrid_1hrjam/

Hope you enjoy it, and like I said, feedback would be great!

This is good! Optimise it a bit so that it'll work on phones (runs a bit slow right now, and well... press R to restart???), and it seems like the sort of thing that could be decently popular and soul-crushingly addictive.

Also be sure to add a high score feature.

In terms of difficulty scaling, seems like squares towards the bottom of the screen are easier to get. This might be one way to ramp up the difficulty more smoothly, if you start by biasing generation towards the bottom and then spread out to the full area.

Fangz fucked around with this message at 12:18 on May 26, 2015

Fangz
Jul 5, 2007

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Aneurexorcyst posted:

I think I fixed the issue - I was doing some bad 'math'...

Update/fix: http://sean-noonan.com/development/dev_noonantap/1_6/

I think the fail condition means it qualifies as a game rather than a toy, but I'll add a highscore next - I basically need to think about how to show it from a UI point of view.

I was thinking about potentially making different modes - some of which would have obstacles, others maybe some form of shooting. I've yet to make an indie game with multiple modes yet, so I'd be interested in the challenge.

Thanks for the feedback.

I think keeping it simple and elegant and immediately understandable is for the best. I'm not sure what obstacles or other modes would add. Put in High scores and I think the game is ready.

Fangz
Jul 5, 2007

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Seven Force posted:

You can make objects collide with tiles, kinda like in the NES/SNES games. There's an included example with Game Maker that I've been looking through for a while.

Is that more efficient, or something?

Fangz
Jul 5, 2007

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Nition posted:

Those are actually some really good looking rope physics, Forer.

I updated my Scraps trailer again, taking more of your suggestions into account. Now it has:

  • A short clip of building the vehicle at the start. Ideally it should be a little longer, but if it's any longer it breaks the timing/flow of things.
  • Additional & louder game sounds behind the music.
  • An extra gag clip at the very end.

https://www.youtube.com/watch?v=xIxBaDRDk4Y

And yeah, the maps are a bit bland and the vehicles just disappearing with an explosion when fully destroyed is a bit lame, but I've already been working on this game way to long - at some point I have to just release it! The actual gameplay is solid and it's plenty of fun.

You could take a page from Mad Max and let people add some cosmetic elements to their cars to make them look cooler. Like flags, spikes, skulls, guitarists with flamethrowers....

Weapon sounds/effects also feel a little anemic, maybe you could do something to enhance their feel?

Fangz fucked around with this message at 16:15 on Jun 6, 2015

Fangz
Jul 5, 2007

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RabbitWizard posted:

I tried making a game, but just reached the limit of something in the free version of Construct 2. Is there a similar software one of you can recommend?
Stencyl is to slow because of all the drag-and-drop. I tried Unity, but I only have little knowledge about coding and "everything" has to be a script so that was slowing even simple things down. But I loved Construct 2 because of all the keyboard shortcuts.

Anything else out there? Or should I just go for Unity and learn to figure it out? Although it feels like "overkill" for what i want to do. I just need 2D things path finding stuff and interact with other 2D things!

Gamemaker?

Fangz
Jul 5, 2007

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Omi no Kami posted:

I'm starting to work on environment design, and I'm planning on restricting the game to a pretty small area (essentially 3-4 city blocks)- what are some games that accomplished small, high-detail areas well? I know the MG5 tech demo did, but most sandbox games seem to rely on wide-open spaces with limited content instead of tiny, densely detailed worlds.

Persona? Well, the real world parts of it.

Fangz
Jul 5, 2007

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signalnoise posted:

Could someone tell me in game development terms why people never caught on to Star Control 2's plot driving and player involvement?

For those unfamiliar it's basically that the game moves along with or without you, and what happens is dependent on when and what you do. In essence it has multiple plot lines going on all the time that intertwine moving towards the same goal, so things may or may not happen depending on what you do. I figure it could be done now by having modules of story that activate when triggered, but without the ambitious goal of every little thing you do triggering something.

For example, one of the plotlines is that one race pranked another a long time ago, so you go get the device that allowed them to do that, and you get one shot to tell the prankees what to do. If you send them against your enemy, that's good. If you tell them to sit tight, that's a losing proposition, and if you send them against what turns out later to be a potential ally, you're boned.

Maybe it's that people don't want to play through the same game multiple times in different ways? I think the only time I've seen it done since was Alpha Protocol though, and people definitely enjoyed that.

You are talking about a bunch of different things. Plot happening without your involvement is stuff like Dead Rising and Shenmue. In the case of Dead Rising it was a huge failure because it meant the game was basically impossible to complete without a guide.

Overall it's just not a good idea because it adds one more dimension to worry about the player going off the beaten track and ruining their own experience. Get somewhere too early or too late, and the player will just miss out on cool events, and different people have very different ideas of the pace they want to play a game at. SC2 gets away with it because events happen without your involvement VERY SLOWLY.

Alpha Protocol's mechanic is not that. What it is, is very well done window dressing. Literally no matter what you do, there is no way to screw yourself. You will always end up attacking the final base, with no more than a model swap on the enemies you fight and the allies that come with you, and maybe a few sequences that can be skipped. What the game did well was in having writing (a LOT of writing) that disguised that, and it also benefited from being rather short. Even so, it was not a commercial success, because the majority of players and indeed reviewers cannot be relied on to complete a game a *single time*, let alone repeatedly. Hence its reactivity, which cost a lot of time and voice acting money, was mainly wasted.

People like the idea of full interactivity in their narratives, but from a time and resource management perspective for a mainstream commercial product it rarely works out as sensible.

Fangz fucked around with this message at 13:58 on Jun 10, 2015

Fangz
Jul 5, 2007

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Okay, maybe the way I said it was excessively trollish. I didn't mean to call into question people's appreciation for these games. But I'd hold that the people who really like this stuff are a small minority of the attainable audience, which is why the games cited are anomalies and not the rule.

Fangz
Jul 5, 2007

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ToxicSlurpee posted:

There are certain things put in games that don't affect gameplay at all; they just make it feel better. No more, no less. Different people play games for a lot of different reasons. You can actually boil a game down completely to nothing but buttons with mathematical descriptions as to what they'll do to numbers because theoretically that's the only things that games are. A lot of games you could actually boil down to a button that if you push it the right amount of times in the right ways at the right times gives you access to bigger, shinier, nicer buttons with better rewards. You can abstract away the details to basically every game ever made to the right kind of button pressing.

That doesn't mean that the details layered over that should not be there. The best games won't feel like games. This is also why MMOs hide the fact that they're basically just really pretty Skinner boxes. Players want to both learn and feel like their actions are doing something. "The button is pressed" isn't likely to be very satisfying if the button does nothing.

The original questioner was asking why most developers don't do a certain thing. All I'm answering is why - and I don't think the answer is that developers and publishers are collectively stupid.

Fangz
Jul 5, 2007

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I think 300 characters is still few enough for you to have *some* unique dialogue, though.

Fangz
Jul 5, 2007

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I really really don't like specialisation-reinforcing mechanics in RPGs. Letting you experiment is literally the opposite of the behaviour they foster - they directly discourage experimentation by making the new thing you can do by default weaker than doing the existing thing you've been doing for the last few hours, and making you have to sacrifice from your long term power potential just to have more options. They force the player to make game-defining decisions (I want to max out this skill, to get the thing) at the very start of the game, when the player has the least information about what he/she enjoys about the game. And often they encourage bizarre, non-fun behaviours to minmax stats.

IMO, you are way better off trying to emulate the likes of XCOM:EU and DA:I that lets the player build up a broad inventory of skills and abilities, with very minimal use of prerequisites and in the case of DA:I, easily available respecs. You should even consider mechanics to discourage specialisation, to force players out of ruts they might get themselves in by making different skills more attractive.

Fangz
Jul 5, 2007

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Well, this is all rather convincing that the culture around steam reviews are poisonous to any idea of reasonable criticism.

Fangz
Jul 5, 2007

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KiddieGrinder posted:

I assumed the reason he's miffed is because they guy says it's a good game, but still gives it a negative review for some reason.

It'd annoy the heck out of me as well, because it's apparently an undeserved blemish on his otherwise 100%* positive game. This isn't just some guy saying the game is dumb or some other negative criticism, that would be ok. This person said it's a "lovely" and "beautiful" game that he "liked a lot", but it's still a negative review for seemingly no reason at all.

edit: nearly 100% positive*

edit two:


This is also correct.

Unormal very selectively quoted the review. Mainly the text of the review said that he doesn't recommend it to casual players at this time because it is still being developed and updates sometimes break savegames, and that the game itself is quite hardcore in terms of difficulty.

quote:

... However, it is not quite ready for a consumer audience and is quirky enough that it would turn a lot of people off. I'm writing this "negative" review so that you can understand its shortcomings before buying it.

Caves of Qud is actively in development, with all that entails. By "development" I do not mean "polish". There are almost daily updates which sometimes break old savegames. Mob combat AI is still getting major improvements, items are still being added, large balance changes are made regularly. The main quest is not finished, some major locations (the kind you can see from the world map) are not finished, and some of the few named unique NPCs have no dialogue.

This is a true early access game, not a beta...

... Input is keyboard-only. The default keybinds for laptop are both horrible and incomprehensible. Permadeath is on by default and the disable-permadeath option is somewhat cryptically hidden. Many enemies can and will destroy you even in starter zones and a "fair fight" is a myth. You will not always get warnings when steering your character towards certain death. You will have absurd runs of bad luck that are not your fault and you will die of them. ...

This game, overall, has a high barrier to entry.

This seems like a full and frank listing of the reasons why someone would not want to buy his game at this time.

If Unormal wants the negative review to be the *other one*, well...

4 hours on record posted:

Unlike other fine roguelikes like Dwarf Fortress this one is underwhelming. I have tried a lot of impossible missions so far but there were always some incentive to move forward. A good example might be FTL where you always find a new weapon or a crew member and the difficulty is progressive. In this one you just die and die again and after that...you die. Dark Souls can hide in the shadow of COQ and honestly it adds nothing but grinding and difficulty. So this is a big NO for ma and I don't suggest to ANYONE to buy it. I should have spent my euros elsewhere. :(

Go ahead, I guess.

EDIT: I'd suggest that Unormal should count his blessings that his negative review involves someone who listed also the positives of his game, explained to *whom* it isn't recommended, and has actually played a decent chunk of his game.

Fangz fucked around with this message at 01:57 on Aug 31, 2015

Fangz
Jul 5, 2007

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Unormal posted:

I'm sorry that I offended you guys by posting an image of a loser. I can't imagine how this would relate to you but I certainly didn't mean it as a personal attack. Any resemblance to the actual posters in this thread was pure coincidence and I apologize for those of you whose feelings I've inadvertently hurt.

No one is offended. People just think you should chill out, dude.

Fangz
Jul 5, 2007

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Did you seriously buy me this avatar, Unormal, because I told you to chill out?

Fangz
Jul 5, 2007

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DeathBySpoon posted:

Persona 3 and 4 manage to stretch a city with maybe 10 locations out over 60-80 hour RPGs.

Persona does change those environments over time though. Different shops open up/close, new books become available, everyone has something new to say, the weather changes etc.

Fangz
Jul 5, 2007

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Omi no Kami posted:

Do you guys think I should be at all concerned about save scumming? Since crimes are committed intelligently, it would be perfectly feasible for a player to save, doggedly iterate through an entire investigation over a week of in-game time, figure out whodunnit, then revert to last week's save and immediately detain the perp and push him as hard as you want, content in the knowledge that he'll eventually crack and justify the arrest. I'm thinking it isn't worth addressing- it doesn't break the game as much as it does bypass part of the time management economy, and if someone is enjoying the game so much that they're willing to go through that grind, I think it might be better to say "screw it" and let them.

I would consider if there's benefit in adding an ironman mode. Even if the advantage in save scumming is small and harms their enjoyment, some players can't help it.

Fangz
Jul 5, 2007

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DeathBySpoon posted:



A day late to Screenshot Saturday, but Roggle is getting prettier menus. UI programming isn't the most fun thing in the world, but it definitely pays off. Next up is showing comparisons between the old and new equipment and then finally making a real inventory menu, not just a list of items.

Hmm, it looks nice but one issue I'm seeing is that you don't appear to be greatly distinguishing between what is and isn't a button in your UI.

Fangz
Jul 5, 2007

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Noyemi K posted:



Today I worked more on firearms combat. To keep a long story short for the update, I've added:
  • Amihailu's gun has a finite capacity
  • different damage calculations for enemy material types and different ammunitions used
  • two ammunition types
  • range now affects Amihailu's chance to successfully hit a target, with her accuracy placing a limit on the maximum range she can hit a given target
  • simple ballistic cavitation and overpenetration models, with FMJ rounds fired into a soft target having a chance to blow right through it and hit an additional target downrange and deal reduced damage

for the longer story, this is where I was this morning:

Looking at this, my worry is that the UI for shooting seems kinda cumbersome. Is that finalised?

Fangz
Jul 5, 2007

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Noyemi K posted:

Not quite. It's a totally separate gamestate from normal movement at the moment so that game time doesn't advance while you're selecting a target. Originally I would have had the Reload function as part of the fire control UI, but I want game time to advance while Amihailu performs load actions.

Currently it's [Main Control Flow > (fkey) Fire Control > (arrow keys + fkey again) attack] for attacks, which, while it works fine for me, might be cumbersome to a new player who might be used to a different system

The Reload flow would be [Main Control Flow > (rkey) Main Control Flow/Reload UI > (reload function keys) reload functions] where reloading is a subset of the main control flow so that time advances while the player makes Reload decisions (to show that it takes time).

The goal isn't totally to have this sleek, easy-as-pie system as the steps taken to actually engage a target are intended to make drat sure the player wants to pull the trigger before they actually do, with the different states representing different states of Amihailu's readiness and the Fire Control UI representing lots of tiny decisions and snap movements a well-trained combat pistol shooter makes as they engage their target.

An alternative explanation could be that "well it's just like every other rogue-inspired game with ranged combat!" though, with the exception of the intentionally slow system of reloading :v:

I... think this is a really bad idea. You don't want the player to spend a half dozen keypresses selecting a target for every shot. For a game where you could make hundreds to thousands of shots over the course of a game, that's a ridiculous pain in the butt. You should look at something like how Angband does it: lock on targetting, target nearest valid enemy by default, graphical depiction of Line of Sight, have to push a key for free aim. And optionally a single button press for firing at the nearest enemy.

Fangz
Jul 5, 2007

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Is there ever a reason to push the rebuild only button?

Fangz
Jul 5, 2007

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anatomi posted:

Edit: congratulations!

Have any of you played a visual novel you really, really liked? I'm thinking of converting some old concepts for a comic book into a VN. Never played one myself, so I'm trying to find some good examples to take a closer look at.

Look into Digital: A Love Story by Christine Love.

Fangz
Jul 5, 2007

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You might also want to look into SC2VN since that's recent, free, and very unusual in terms of topic.

Fangz
Jul 5, 2007

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Are there rules of thumb (har) for mobile development about how big and/or well separated touch targets need to be, and how precise dragging should be, and where the player's hands are expected to reach?

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Fangz
Jul 5, 2007

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Omi no Kami posted:

Speaking of marketing and PR I'm trying to finalize a title so I'm all set to start shilling my thing like a boss once the production assets are done, and what do you guys think of Osaka Jazz? I like the sound of it, but I'm concerned that it doesn't articulate anything about the game; the title alone doesn't really tell me what it is or motivate me to learn more about it.

I don't think the name is a good idea, unfortunately. Firstly it makes me think it's some kind of music game, secondly the chance of someone googling Osaka and/or Jazz and getting your game is minimal, and thirdly, it just doesn't sound dark enough to be fitting for a game about murders and crime and stuff. A lot of people don't like jazz, and most people have no mental connotations attached to Osaka whatsoever.

Binding of Isaac is a bad example to pick. McMillen had a strong reputation well ahead of the release of that game from stuff like Super Meat Boy and Gish. Especially in today's environment, a game called something like that from a dev without a following would probably sink without a trace.

EDIT:
I have also the (unsupported) suspicion that you really shouldn't be worried about people with an antipathy to anime turning their nose up at the game due to the title, and should be more interested in appealing to people with an interest in japanese culture, even if your game doesn't directly use that style. If it appears at all in your marketting, your setting should be a selling point.

Why, precisely, is your game set in Japan specifically? If it's because you have something to say in that direction, then don't be coy about it.

Fangz fucked around with this message at 12:24 on Nov 6, 2015

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