I was gonna shitpost, but i'll provide you with an actually helpful answer.
Listen to this talk from some of the designers behind the recent LoZ game, and apply the abstract ideas (particularly, that of chemistry) to any and all in-game objects.
How much dialogue can a player read before they get bored?
Daniel Watson
Exactly one line less than what you wrote.
Brandon Evans
there is absolutely no finite answer for this
it depends on how motivated they are to read the dialogue, and how engaging the dialogue can be. exposition is always pretty bad, be it in games or stories, but if you have any kind of meaningful dialogue system, you can keep them engaged for a while
Camden Foster
Reposting cause posted in dead thread.
Got a bit of a break until my next exam so I could get some gamedev time in. So I've decided to make a sort of SHMUP but with stock images and stuff (I'm going for a Wariowareish vibe). Just implemented controller support and just started prototyping some different kinds of enemies.
I don't want it to just be itting stuff either, I've got a couple of gimmicks that I thought of. Notably I want the player to be able to block stuff, to have creative means of takeing out enemies and also since I decided to make this primarily a controller game I want the player to be able to split the hands and control each separate hand with a different joystick and trigger.
Also, does anyone know of a good webm recording tool for Ubuntu? I'm using Peek right now and it's giving me these awful webms despte setting the fps to 60.
Jaxson Morgan
when is the next jam?
Christian Jenkins
You can have 2 minutes of straight dialogue before you need to change the setting or have some action.
Brandon Anderson
as long as your writing is interesting
Austin Jones
not very much unless you add a "skip dialogue" key
Oliver King
Really depends on the story to be honest. If it's really good I'll be willing to read more dialogue. But even with good stories I hate when the first 10-15 minutes of a game is just story with maybe some walking parts. Give me a couple minutes of story and then put me in a simple starting level or something.
Liam Reyes
>If it's really good I'll be willing to read more dialogue. what if its tutorial instructions
GMS2 not having a Vita export killed my hopes and dreams of being published on a console.
Ian Murphy
negrulus, how do I make a ghost object that follows your 3D object?
Ryder Cruz
Just develop for Switch instead. Oh wait...
Charles Morgan
>tfw even godot has vita yoyo are probably working on it since more platforms is the only thing they have on roadmap for 2017
Ian Jones
>expecting yoyo to do something sensible after introducing subscription model to something as shit as gm:s2 that's pretty much just riding its 00's legacy jump the boat and switch to a better engine before you decide to spend another 5 years on a pixelshit game while confined to a shit engine
Xavier Brooks
Godot has Switch, too.
Jayden Perez
Does exporting to consoles, mobile, and stuff on Godot cost extra money like it does on GameMaker Studio 2?
Logan Richardson
Godot is free.
Tyler Campbell
no thanks, I'd rather not listen to the people who thought it was a good idea to give link a cellphone, a Tony Hawk pro shield, and weapons made of matchsticks
Hudson Flores
>their design is bad because i don't like it!!! nice
Robert Anderson
Events are usually implemented as messages put into a queue to be handled one time by an object or deferred to another object to handle.
Signals are events broadcast to listening objects and do not return anything. Objects connect to another object's signal with a function that runs when the signal is emitted. A signal may be asynchronous if listening objects are running in other threads. In that case, the signal call is put onto that thread's event queue to be handled by the object as soon as it can.
David Baker
Godot is free and open source. PC and mobile exports are free. I don't know about consoles though, they aren't allowed to release the console exports for free because of license issues. All I know is PS4 export exists, but I doubt it's as up to date as the other exports.
Aaron Harris
he's right though
Isaac Cox
Console experts are free, you just need a console development license to access them.
James Bennett
Show me your game, which must be full of amazing design decisions.
Jacob Turner
>Signals are events broadcast to listening objects and do not return anything. Objects connect to another object's signal with a function that runs when the signal is emitted. This is literally exactly how events work in C# and UE4. I assume they work asynchronously as well, but I've never tried.
Christian Morgan
google the witcher 3
Benjamin Cox
>implying witcher 3 is better designed that BotW
Nicholas Reyes
In C#, how do I detect if an object is under a reticle? There is something called OnMouseOver, but I don't use a mouse in my game.
Jeremiah Bennett
filling a game with nudity is good game design.
Logan Martin
You will have to shoot out a ray from the camera and see what it collides with
Austin Hughes
why not just use dx9? it's pretty much guaranteed to work on any windows OS that is XP and up. you don't need strange dependencies either and it handles graphics, input, sounds, etc
don't fall for the multi platform meme, people on mac and linux don't play games
Juan Lee
How many objects are on the screen? < 50? 2D? Just do
for (Object object : object) { if (reticule.x >= object.x && reticule.x
Julian Powell
>just
Alexander Collins
that is not a C# issue. C# is the language, what you mean to ask is "in Unity" because collision detection is an engine thing, not a programming language thing.
Grayson Price
But the problem is that my game is in 3d perspective, plus the reticle will not be in the centre of the screen.
More than 50 objects. And the game is 3d. Or better said 2.5d (it's a top down shooter in 3d).
Carter Peterson
I don't think simple collision detection would work there, since the game is in 3d and the reticle not in the camera centre.
Juan Ramirez
It's been a long time since I used Unity but I believe it has functions for converting mouse position into world position, tracing from the cursor etc.
maybe make it a simple pyramid frustum and allow camera to distort it and show it distorted to the player too?
Zachary Smith
disregard that. i though it was about checking for multiple objects and not just about one raycast
Grayson Reyes
Anyone have a simple formula for measuring the length of time it will take to read a certain number of characters/words?
For continuing dialog automatically. Press X to continue is an option as well.
Liam Long
>tfw everything works but code is all over the place and you're afraid to touch it
Christian Perry
>Prints the name of the object camera is directly looking at Like I said, my reticle would not be in the centre of the screen, so I doubt this would work. My reticle can be moved by the player constantly.
Brandon Wright
moar unity questions
Jaxon Gray
just test it with time = speed * characters amount except for whitespace, that's the simplest you can get. speed will be different for different languages
Levi Lopez
then cast it not from the camera center jfc
Jaxson Lopez
Thanks captain obvious
James Smith
oh, my mistake :) good luck on your search
Carson Garcia
Don't continue dialog automatically unless it's fully voiced, and even then make it a toggle. Nobody wants that shit.
Noah Bennett
Only make it continue the dialog automatically after the heat death of the universe.
Jayden Adams
...
Nicholas Reed
user, did You know there are things called "books"? They can be over 200 pages long and people read them fully!! woah!!!
Adam Long
the unity splash screen makes my game look very unprofessional
Lincoln Martinez
It's cozy skylight time
Blake Peterson
Visual novels are almost exclusively dialogue
Leo Clark
Books aren't video games.
Mason Reed
So what? If people can read books they can read some dialogue
Blake Campbell
>VNs..
>are NOT
>VIDEOGAMES
Daniel Howard
A person can enjoy roadtrips but not enjoy their daily commute
Mason Williams
There are lots of things people can do which I wouldn't want included in video games.
Jose Cooper
Stein's Gate is a better video game than anything you will ever make.
Evan Sullivan
Then you're a fucking pleb
Jacob Cruz
>he never played a system VN How does it feel to be a pleb?
Bentley Howard
>If people can watch movies then they shouldn't mind 90-minute cutscenes t. Hideo Kojima
Adrian Sullivan
There is nothing wrong with that statement (as long as the cutscene has the quality of a movie)
Gabriel Harris
Didn't Quantum Break bomb?
Daniel Jackson
I'm not sure who is the bigger ruse cruise captain
Zachary Cooper
t. David Cage
Elijah Phillips
----[ Recap ]---- Game: RRShooter Dev: boghog Tools: GM:S Web: boghogdev.tumblr.com/ December: santa hat Progress: + Finished the layout of the first level + Done with the first phase of the snake boss + 1/3 done with the second half + Got a tumblr - Still no luck with music, hate everything I make