@SirLich@mastodon.gamedev.place
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SirLich

@SirLich@mastodon.gamedev.place

Budding indie game developer with a history of modding.

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DKesserich, to Unreal
@DKesserich@mastodon.gamedev.place avatar

Can anyone help me out with something? Config variables and CVars are not working the way that they should be in my project and it's making me crazy.

more info:
https://forums.unrealengine.com/t/confused-by-console-variables/1858012

SirLich,
@SirLich@mastodon.gamedev.place avatar

@DKesserich You don't need a separate developer settings class. CVars can be set directly from .in. The syntax is a little funky, but you should be able to find some examples in the engine installation

18+ aronow, to random
@aronow@hachyderm.io avatar

Interview ‘fit and face - starts in 20, wish me luck!!

CW: eye contact

SirLich,
@SirLich@mastodon.gamedev.place avatar

@aronow All the luck! Are you interviewing for a position, or hiring?

Either way, hope it goes swimmingly.

SirLich,
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@aronow I just got through it (starting in August), and I'm sure you can too! ✊🎉

SirLich, to random
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What if people were semantically versioned? I think I would be on version v4.1.0rc3 (third release candidate for the first minor update in the 4th stage of my life)

jasongorman, to random
@jasongorman@mastodon.cloud avatar

Search for "Certified Scrum Master" on YouTube. "When I found out there was something called 'project management' and then I found out about 'Scrum' "

SirLich,
@SirLich@mastodon.gamedev.place avatar

@tuban_muzuru @jasongorman Retrospectives can be very useful as well. Depends on team dynamics though.

memoriesin8bit, to random
@memoriesin8bit@mastodon.gamedev.place avatar

With Microsoft buying so many studios just to close some that I really liked, due to nothing but sheer incompetency on their part, for me they're now on the same rank as EA. Fuck that company.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@memoriesin8bit Buying then closing studios (or really any self-sustaining smaller business) is just such a weird and awful part of capitalism. You cannot convince me it's anything other than EEE.

pluralistic, to random
@pluralistic@mamot.fr avatar

Fun fact: "The Tragedy Of the Commons" is a hoax created by the white nationalist Garrett Hardin to justify stealing land from colonized people and moving it from collective ownership, "rescuing" it from the inevitable tragedy by putting it in the hands of a private owner, who will care for it properly, thanks to "rational self-interest":

https://pluralistic.net/2023/05/04/analytical-democratic-theory/#epistocratic-delusions

1/

SirLich,
@SirLich@mastodon.gamedev.place avatar

@pluralistic That's fascinating thanks for sharing! I've predominantly used/heard Tragedy of the Commons in reference to unregulated capitalist stuff, or social behavior.

Really interesting to learn it has a very different philosophical root!

SirLich, to unrealengine
@SirLich@mastodon.gamedev.place avatar

Just had a very interesting interview.

In Unreal there is usually 10 ways to do something. It's very surreal to be asked a lot of questions about methods you're aware of but haven't used extensively because there is a perfectly good alternative that you prefer for whatever reason.

It's best not to stress though. I'm confidant in my abilities, and if that doesn't come across in an interview, then that's something I can work on separately.

#unrealengine #gamedev #interview

SirLich, to random
@SirLich@mastodon.gamedev.place avatar

Oh the agony of updating my LinkedIn profile 😔

billbennett, to random
@billbennett@mastodon.nz avatar

One thing I would love all marketing people to understand: My phone does not need any more apps... especially when what you app does could be handled by a web site.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@billbennett I feel the opposite about desktop applications. I dislike the migration from os level apps to websites. They always screw up shortcuts and right-click, and since it's not "installed", moving configuration files from one machine to another is either hard or impossible.

Recently I was looking into Graphite.rs, a graph based SVG editor, but even though it's rust WASM, they don't make any cross platform builds. Just the site.

SirLich, to godot
@SirLich@mastodon.gamedev.place avatar

My game pentamania placed 148/462 in Ludum Dare 55.

My goals were:

  • 3D ❌
  • Unique mechanics ✅
  • Music ✅
  • Fun ✅

In particular I was anxious to improve my 'FUN' score. In the end I got 131st (3.568), which is a good bit better than my prior entries :)

I was happy enough with the game that I'm working on a small post jam.

SirLich,
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@heroicthehobbyist The actual storyline isn't well defined. It's essentially a turn-based swarm game, inspired by a combination of Brotato and XCOM2 mechanics.

Unlike other similar games that take place on a grid, my game takes place in a normal 2D plane, so there is a bit more "hope and pray" involved.

Feel free to give the jam-release a try: https://sirlich.itch.io/penta-mania

SirLich,
@SirLich@mastodon.gamedev.place avatar

@heroicthehobbyist Skills are not randomized. They "charge" one pip at a time.

But good feedback. For the post jam I will clearly need to make that aspect clearer.

SirLich, to gamedev
@SirLich@mastodon.gamedev.place avatar

I'm creating a turn based game with random enemy spawns, telegraphed with a sigil on the floor one turn prior.

What do you think about having a few sigils, representing difficulty (minion, normal, elite, boss), rather than making all the sigils unique (or all the same?).

For example if you see en 'Elite' sigil you won't know whether it's a heavyweight (better to stand back), or a lich (better get close to kill quick).

Is this interesting, or just annoying?

#gamedev #godot #godotengine

SirLich,
@SirLich@mastodon.gamedev.place avatar

@supernovafiles I probably just need to play-test. From my perspective there is both pros and cons to giving the player full information.

My thinking was that if the player knew EVERYTHING that would happen it might start to feel more puzzly and cerebral than I wanted, when I want to lean a bit closer to fingers-crossed-strategy. It's not on a grid for example.

Probably for bosses at least you should know what's coming ;)

SirLich,
@SirLich@mastodon.gamedev.place avatar

@a13x Yeah that's sort of what I proposed. So the middle ground between having unique sigils for every enemy (or having a SINGLE sigil for all enemies), is to use a few sigils, representing enemy difficulty.

This could be as simple as easy/hard, but probably should be slightly more fine-grained (e.g., minion, normal, elite, boss).

SirLich,
@SirLich@mastodon.gamedev.place avatar

@a13x It's a post jam for my ld55 entry Pentamania which you can player on the web here: https://sirlich.itch.io/penta-mania

My idea is to add some roguelike elements as well as more enemies/skills, and better art direction.

SirLich,
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@atropos148 @a13x That's a good option as well!

SirLich,
@SirLich@mastodon.gamedev.place avatar

@j5v Even better! I'm trying to add lots of roguelike elements, but struggling to come up with good skills. I like the ability of having some passive perception abilities

SirLich, to godot
@SirLich@mastodon.gamedev.place avatar

How do you do visuals for component based systems in ?

I've been having a lot of success putting behavior into components, usually with a minimal 'ai' at the root holding everything together.

Visuals seem a bit finicky though. I'm talking about things like damage particles, death effects, on-hover effects, animations, etc.

Any strategies for minimizing duplication of effort when doing visuals for component based entities?

SirLich,
@SirLich@mastodon.gamedev.place avatar

Currently what I'm considering doing is defining a bunch of "events" (probably signals, maybe callbacks) at the entity level.

So things like on_take_damage or on_idle or on_death. Whatever.

Then I can create some scripts that listen to these events (e.g., death_effect.gd). I guess the idea is these scripts could be attached to different graphical elements, placed into each enemy? So you reuse the logic, but define fresh visuals?

SirLich,
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@CIOSAI_tw It seems so finicky compared to logic.

Honestly using 'editable children' might be the best, because you can just... put the visuals (or visual slots) into the components!

Only issue is that editable children is known to cause data loss.

YoSoyFreeman, to random
@YoSoyFreeman@mastodon.gamedev.place avatar

I have to get out and take some fresh air. I been working in character controllers in Godot since Godot 3.x and i can say that every single problem i had then is still there now, plus a bunch more.

I don't see the core problems being addressed or even talked about and is really sad.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@YoSoyFreeman I agree. It's long past time that they directed funding to hiring a physics specialist.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@YoSoyFreeman @supernovafiles Just wanted to say "you are heard". Working with Godot can definitely sometimes feel like you're stuck in a time loop, and not in a good way.

My personal little ray of optimism is the fact that the 4.x "server" architecture is seemingly providing dividends . I'm not even positive I WANT to see e.g., Jolt merged in. I think having somebody else in charge of those add-ons can be a good change.

yurisizov, to godot
@yurisizov@mastodon.gamedev.place avatar

🎉 BIG NEWS for your eyes and ears!

I'm remaking Bosca Ceoil, a music making app by @terry! It's easy and fun to use, especially if you're not a savvy musician. Like me 🙃

Check this out (and check the follow-up post for more details) 🔊👂

You can get the project and read the full announcement on GitHub:
https://github.com/YuriSizov/boscaceoil-blue/discussions/2

video/mp4

SirLich,
@SirLich@mastodon.gamedev.place avatar

@yurisizov Wow! Great that you're tackling this. Bosca Ceoil has been my go-to for jam games since forever, but it has felt a bit trapped in time.

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