if I manage to sufficiently polish all these mechanics and do a good job balancing the cards I think there is something here forsure.
if I manage to sufficiently polish all these mechanics and do a good job balancing the cards I think there is something here forsure.
"you're a gambling addict", this is the fantasy of my current game. It's a mid fantasy, but I'm fully committing. Giving the player cigars, martinis, and violent loan sharks to deal with. Letting the player choose whether to pursue recovery, or dive further into their addiction.
I think I'm about 1/4th done with this game. Needs art/music/polish but all the backend systems are there. Definitely overcommitted on scope again. Next game I am doing three mechanics max.
this is a banger idea
nice, good idea to have stuff in one place.
interrogation game about detecting humans from AI's.
#godot I can't decide whether I love or hate AnimationTrees and AnimationNodeStateMachines. The pros are it's really powerful for blending animations, but the cons is I end up righting brittle code and checking for "animation names" as Strings.
Moon Farmer. A farm management game on the moon.
a horror game where the villain is the president of your Home Owner's Association. Have to meet ever changing HOA guidelines.. or else.
I think it's really important to tell people about your games IRL. Because if casual gamers cannot understand the game in a sentence, you know something is wrong with the player fantasy.
yup, and it's the selection that's the painful part :/ I am using the area-select tool which helps, but I got myself into a real modeling pickle where I have to select like 50 tiny triangles. 'Recalculate outside' doesn't fix it 100% in this case either 🙃
I have to click every triangle here and flip normals. so much pain, so little automation.
"In this slot-machine roguelike deck-builder you’re a gambling addict. Deep in debt, a little drunk, and out of time. Just one more spin, and then you'll quit."
realizing my player fantasy is a game about addiction, and the difficult choices addicts are faced with.
"the CEO symbol gains +10 for destroying adjacent employees..." wait is my game turning into a commentary on class politics. do I actually have something meaningful to say here other than current class hierarchy bad.
I love when a code architecture starts to come together. Now I can write short one-liner methods to interface with the game logic. Cinema
the water is so well done.
I think I started wayyy to big, and after lots of cuts (documented in the GDD) now it's only slightly too big a project. I look forward to the day I can design a project so manageable that I can add things in development instead of remove.
More scope lessons, this current game I'm working on is a little too big for a solo dev of my level in 400 hours. Like I'm spread pretty thin between the myriad of mechanics/animations/UI instead of just polishing a tight core loop. Next game I'll get it right (even smaller)
been using a living game design document (1 page), and it's been really helpful in preventing additional scope screep.
Bladerunner 2049 inspired room, just for fun #godot
particle effects really are the spice of #godot
Obvious realization, but it is significantly easier to develop in a genre you're familiar with. I'm not able to even re-use any code from Checkmate Advance (different language), but I am re-using architecture decisions, and it's significantly faster. Aiming to keep the project under 400 hours.
Punch the monkey visual novel about trying to befriend a pack of macaque monkeys.
cool, nice writeup on the pattern. I'm gonna do early returns, and add "if debug build, then print something to console" for my own sanity in debugging.
#godot if the game doesn't load a variable for whatever reason, what's the best way for it to fail for the player. Do you push_error, silently fail? what's the best way to handle this in Godot
if I may throw a free to use player fantasy for your consideration, title it 'Medieval Manu-scripter', and use the aesthetics of Illuminated Manuscripts from the Middle ages.
this is really cool concept
yea no one's innocent, plus recruiting has always thrived on teenagers without a fully developed pre-frontal cortex. I just fully buy into this Garfield quote, and believe that systems are the problem rather than individuals.
agreed, and I also see soldiers as victims in a much larger system. The military industrial complex is so deeply embedded in the economy, effectively soldiers are dying to increase shareholder value. There's immense pressure/propaganda on poor Americans to join the military for upwards mobility.
WIP a tense moment in a roguelike deckbuilder I'm making #screenshotsaturday #godot