> Upcoming Mechanoid Jam itch.io/jam/op-mechanoid > Next Demo Day 16 (8 days left) itch.io/jam/agdg-demo-day-16 > Play Demo Day 15 itch.io/jam/agdg-demo-day-15
streamable.com/x9373 most of the systems are done. Just bug fixing on the level transition system and then add the story/dialogue system as well as the boss system needs to be added. After that it's content like puzzles, hazards, levels, world themes, and more cryptocurrency characters
Brandon Roberts
I'm sure there will be 12 separate ones in itch.
Adrian Cooper
forgot i could just upload a webm
Thomas Morris
>tfw talented at gamedev
Aaron Sanchez
Don't fool yourself
Blake Edwards
So am I just arrogant and a delusional nodev or do most game developers suck ass at game design?
I can't seem to shake it off but every time I play a game, there is always one or two really dumb, annoying little things about the core design that is poorly implemented or nonsensical. Forget the graphics and all that other shit, things that could easily be fixed by a principle of DESIGN and not even requiring great programming skill.
For example; take the crafting skill in most games. Why is it just a bar that fills up with experience? All players will do is just spam crafting shitty iron daggers until it gets high enough to create their dream weapon. Skyrim is a good example of this poorly designed system.
You could make the crafting leveling engaging and less about grinding by simply changing it to a milestone and specific requirement system. So to get from crafting level 15 to 16, you just need to craft 1 steel weapon. If you already crafted a steel weapon, good for you, you get it as soon as you can.
While a shitty example, does anyone know what I'm talking about? Why are so many games poorly designed? Am I missing something here?
Christian Jackson
Nene is living the dream >starts as a bug tester >gets into gamedev >makes a game from scratch >gets hired as a programmer at a game studio >all of this while still going to Uni
Noah Wilson
I know exactly what you're talking about, but your crafting example makes me doubt you do.
Jace Turner
>mfw didn't use git for my small project I've worked on past week >mfw I deleted it by mistake >mfw rewrote everything I lost in 3 hours and it's better than before >mfw it's on git now
Jordan Richardson
>has a delicious brown girlfriend to teach her code Truly the dream
Lucas Ross
If everything is so bad, why dont you make it better or propose better systems? Where's your game?
Jeremiah Parker
This is why i got into game dev. I believed i could be better than the rest.
But nigga that aint easy. If u were able to make a game with this "better" crafting system u mentioned. you would have a million shitty design aspects littered throught the rest of the game. that other no-devs spot... and the cycle continues.
Daniel James
In most games? Pretty sure shit you're talking about only happens in elder scrolls games. Crafting systems in other games are mostly a complete waste of time as well but for very different reasons.
Robert Cooper
the main loop dont freeze the browser no more
Noah Harris
had a fight with my game feeling pretty bad мoя ceмья
Thomas Ross
You could say that no game is perfect, just like people creating them.
John Hernandez
You have never made anything yourself yet you say that it's so easy.
>average idea-guy
Xavier Perez
Most games making it to you are games with giant budgets, therefore with giant expectations of returns, therefore with simplified systems.
Congratulations, we've recovered the history of Bethesda.
Easton Evans
>So am I just arrogant and a delusional nodev Mostly. Also kinda petty.
I mean not completely wrong, but sort of approaching it at a weird angle that ignores pretty much every factor. Like Extra Creditz.
James Gutierrez
>uni is this like some doogie howser gamedev anime?
Easton Turner
It's barely about gamedev.
Dominic Diaz
it's a gamedev anime where the characters make games, work and study without shitposting all day. Nothing you can retate to, gogem
Anthony Thompson
...
Christian Ortiz
none of this answers the >uni part i was actually asking about. are you all too young for the doogie howser reference? is AGDG the doogie howser of shitposting?
Landon Torres
How do I store branching dialogue as data?
Nolan James
json?
Oliver Scott
I can store a buncha string using json, but how do I make choices and branching without having a giant script with if statements for every branch? Surely less retarded people already came up with a good format
Jacob Cooper
store each option as an object and have it contain the suboptions for where it links and just change what the current option is. like a linked list but the pointer is to an array not a linear next step
have a parent dialog which contains an array of responses which then points to the next dialog and repeat.
Liam Lopez
Triumph of the Cosmos dev here: what's better for modeling on-world (planet, moon, and asteroid) settlements? I had made a mockup with a grid kind of like stellaris but I realized it got kind of silly to try and break it up into units like that when I calculated the area of each grid square for various sized worlds. There's still a certain appeal to making it nice and discrete but would it be better to make it be just settlements and there's no hard limit to the number of settlements, but there is on surface area and resources available. I could eventually try to do a map projection or (god forbid, everything else is 2D) a 3D model like EVE if I wanted even more detail.
My top priorities in order are balance, do-ability, and realism. Other things that matter would be I want to be able to interact with all of the details of the world like available resources, oceans, atmosphere, temperature. I'm going to have research and tech for dealing with different conditions but would one of the models I mentioned be better or does anyone have ideas?
Ryan Hall
>only just now discovered the beauty, elegance and usefulness of pure functions
WHY HAVEN'T I BEEN TAUGHT TO USE THEM PROPERLY IN COLLEGE
Brody Fisher
who /given up/ here
Nicholas Foster
>All players will do is just spam crafting shitty iron daggers until it gets high enough to create their dream weapon That takes longer though.
This same logic can be applied to RPGs. If the player needs to beat a difficult boss, all they have to do is grind shitty low level enemies until they're high enough to not worry about actually using their brain.
>simply changing it to a milestone and specific requirement system >prerequisite requirement system So now crafting is just a quest system? Doesn't sound that much better to be honest.
What's the point of craft levels anyway? If you have the items, then you should be able to craft it.
>but realistically the player will need certain amount of experience to craft more complex items This can be solved by making it so only specific NPC's can craft the more complex items.
Oliver Wilson
>He thinks college actually teaches you something useful
Loving every Laugh
Isaac Bennett
>So now crafting is just a quest system Well crafting has always been basically a quest system. You're just collecting items and drag + dropping them in some boxes.
I dont think any game has an engaging crafting system because its not ideal. If you make crafting more like a mini-game, IE, autistically matching up the lines and measuring heat or some bullshit, then it becomes a pain in the ass to quickly craft basic shit you need.
Samuel Hughes
here's the mockup. no functionality
Easton Price
Best crafting systems are implicit ones like Etrian Odyssey where you sell materials and can buy items made from them. Least pain in the ass possible but still encourages searching for materials.
Connor Scott
Star Ruler 2 had a good system for this It's too bad nobody played it and the studio shut down
Jacob Richardson
I was pretty fond of the one in Summon Knight: Swordcraft Story.
Get your whole set up, match weapon type to material and throw in some extra crap. It worked, and you were only bothering to make milestone weapons anyway, not steel dagger x 500, so it felt rewarding.
Jaxon Miller
>c# has garbage collector shit >Meanwhile in gdscript any object without reference deletes itself automatically making 0 overhead when creating and destroying hundreds of objects as if you're doing it in c++ >still sucking on that microsoft dick
Dominic Foster
>This can be solved by making it so only specific NPC's can craft the more complex items.
I've seen in some games where you have to find or purchase crafting books in order to unlock tiers of crafting.
This would eliminate grinding for experience or taking it to NPCs.
Matthew Torres
How do I specify what options are linked in json?
Josiah Long
Wait, what. Did I fuck up somewhere, or can GODOT seriously not perform exponentials on floats?
Jonathan Foster
>every game should cater to me 100% of the time There's literally nothing wrong with grinding.
Luke Roberts
Many languages can't... Use Math.Pow(a, b)
Jacob Russell
He's actually doing it, the absolute madman.
Though, I've considered making my game's currency bitcoin.
You have to wait around while your transactions go through lmao
Jacob Price
that's a bitwise operator you imbecile
Jace Myers
>automatically That's called reference counting, it's another type of garbage collection it can sometimes be even slower than C#'s stop-the-world garbage collection
Stop being a pussy and use C++ already
Ethan Wilson
Grinding is a nice way to balance games. If the player isn't good enough or lucky enough to win against a boss or tough part of the game, they can go through a few encounters to come back and do it again.
The difference is that grinding can be used as a gate for progression in a game's story or quests, but skill or crafting grinding is shit. You can't craft better gear through being skillful and grinding is just a way to make it easier, nor is crafting the primary method of challenge and difficulty of a game like the combat is. Crafting grinding is just a seriously annoying time waster.
Jeremiah Gonzalez
its not the 90s/early 2000s anymore man. nobody wants to spend all day grinding in your game when there's thousands of other games out there
Carter James
>relying on filler weak
Kevin Long
>tfw it's finally working >tfw it was fucking dumb >tfw but it's working now
Stuck player death routine into main game loop instead of making it a natural outcome of taking damage.
So when player died he got stuck in eternal explosion limbo, unable to truly die until the game was mercifully closed.
Nolan Cooper
Yeah, I figured it was my bad. I'll look into it further.
Blake Harris
Koreans still like grinding (in a social setting, though).
Loads of people I know still like grindy games (as a soothing no-brainer way to chill after work).
I absolutely hate it... but I've found games that do gimmicks that aren't balanced just right tend to be weaker overall than something that just slapped in grind-shit.
Grinding in terms of crafting is a resource thing; you need to obtain enough materials to get the XP to level up.
Turning crafting into a skill-based minigame isn't the answer that'll solve all your problems either, it'll just be an annoying thing that forces you to play another game than you wanted to play.
Luke Campbell
hmmm looks interesting. I like the natural growth bit.
Samuel Diaz
But if you only do it 10-15 times it won't. It will remain an occasional distraction. You're assuming that the game should have a minigame AND force you to craft 50 iron daggers, when it probably shouldn't.
Also I don't think a minigame would necessarily be a good idea either but it would be a step in the right direction. I think the real answer is to make crafted items as good if not better then items you find on quests and to make crafting very rare; you only craft to make shit you actually want or need, not just whenever you get the materials.
Nathaniel Campbell
Having to play the minigame 15 times most fucking definitely means you'll be playing that minigame. This does not apply only if you play that minigame 0 times.
Do not make me play a fucking skill-based minigame in an RPG, because I'm playing that game for the RPG not for your stupid snowflake minigame.
Camden Anderson
>it'll just be an annoying thing Just make it so when you craft, it makes items in bulk instead of singles. This way you're not constantly trying to playing the mini-game, but when you do actually play it, it's more exciting since the risks are higher.
IE, Collect x50 wheat + x5 bottles of milk Play crafting game Do a 10/10 job? Get x25 Bread. 5/10 job? x15 Bread
1/10? x3 Bread
Blake Evans
Fuck off. Uninstall your dev software and never touch them again.
Aiden Howard
This one sounds so annoying that just thinking about it made me mad.
John Johnson
I guess you could just have a field with the names or identifiers for the linked options. But in your actual code you have to convert that to actual links. Those are where you need the links. I'd love if someone could chime in but I think json is used because it's easily modifiable, so you could specify the actual data literally in your code if you want.
Landon Cooper
Ok, well add a 'I'm a lazy piece of shit' button and have it randomly do the crafting for you. You can optionally use your skills to get better yields though.
Solved.
William Sullivan
>in game development general >hates fun
Thomas Murphy
Being forced to play some fucking puzzle game when I'm playing an action game is the polar opposite of fun.
Minigames are only acceptable when the gameplay of the minigame is very similar to the gameplay of the surrounding main game and uses the similar controls and mechanics. And I don't see how you would accomplish that for baking bread in an RPG.
Lucas Ross
>And I don't see how you would accomplish that for baking bread in an RPG
turn baking bread into an RPG battle
Owen Robinson
>sullying pure functions by using them MONSTER!
Ryan Collins
how can it be slow? an object is deleted as soon as there's no reference for it, it's instant garbage collection, c# has an annoying delay that makes ram usage go crazy
Luis Gomez
>Minigames are only acceptable when the gameplay of the minigame is very similar to the gameplay of the surrounding main game and uses the similar controls and mechanics.
Then why make a minigame at all?
Wyatt Campbell
>Minigames are only acceptable when the gameplay of the minigame is very similar to the gameplay no the point of mini games is to provide a breath of fresh air
mario games have it sonic games have it most games have it
you're just a brainless idiot
Noah Lopez
To be honest, all mario minigames are using the same mechanics as main games usually.
James Gonzalez
Minigames are good excuse to shove those useless starting projects (all those pong, breakout,... clones) into the game
Caleb Torres
you cant hate what doesnt actually exist
Juan Fisher
DMC where you slice falling watermelons before they hit the floor.
Mario where you must hit switches and buttons around the room quickly in order. Or deliver items around a complicated map with lots of verticality and multiple routes
Both are minigames but use the same control mechanics, only you're using those mechanics for different purposes than you normally would. Technically you COULD make a cooking minigame in an action game. But you'd have to design the cooking station in such a way that you can use your weapons to toggle switches and move gauges.
Elijah Sanders
Depends which one
SMB3 had card matching games and slot machines
Mario&Luigi RPG had tetris
Sonic Mania had tetris
Jason Roberts
>Sonic Mania had puyo puyo Also, Sonic Adventure had like every minigame ever.
Jeremiah Lewis
i never thought of the switches for red coins in mario levels as minigames, it's great when it adds to the level without changing the gameplay at all
Henry Fisher
>Both are minigames but use the same control mechanics I'd consider them more level gimmicks than mini games. A mini game is usually independent of the level you're in.
Jackson Nelson
The racing part in twinkle park was pretty fun. I also think I spent more time playing the NIGHTS mini game in the casino than any other level
Ian Walker
I consider a minigame anything that has nothing else inbetween it's start and it's end (i.e. if you quit halfway through you'll fail it), and is somehow different from the "main game".
Bentley Baker
Also Chao World is probably the biggest 'actual' mini-game where 99% of my time in SA2 was spent.
Gabriel Nelson
i added ragdolls !
i would have never thought how much work it actually is to make a somewhat simple tower defense or maybe i just suck
James Harris
>99% of my time 99% of the time half of the playerbase of SA2 rather.
Robert Hernandez
>TD with ragdoll physics Potential comedy gold right here. Just make waves denser and watch the massive flopping.
Dismemberment when
Michael Adams
make a napoleonic wars td game
Justin Hughes
>towers are firing lines >cannons shoot straight forward till the edge of the map
actually that's pretty cool
Evan Harris
what version of opengl unity uses?
Josiah Baker
>Make gamedev tweet before going to bed >Wake up and immediately check it >0 likes every time
Kevin Young
circumvent the deception of people not caring about you on twitter by not having twitter
Leo James
>Minigames are only acceptable when the gameplay of the minigame is very similar to the gameplay of the surrounding main game and uses the similar controls and mechanics. For you, I love when a game throws me a curve ball, as long as it's fun or not too long. I love every minigame in Yakuza and it would be significantly less alive without those. Leave this armchair game design generalization shit to youtube "analysts" and judge shit on game by game basis, if it works it works, no need for hard rules.
Isaac Sanchez
>0 literally how
Bentley Gutierrez
Post twitter.
Jose Davis
whodevs unite.
We lit.
Dominic Ortiz
There's no hard rules, but as long as people do something retarded 99.9% of the time, I'm going to act like there are hard rules.