23 pensées sur “Dev Log: What I’m working on and why

  • 23 octobre 2018 à 8:24
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    What if you combined D&D with Wizards? Done correctly, that could be really amazing.

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  • 23 octobre 2018 à 8:24
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    Hey, I just got back into heat signature and was poking around for any news. I’m ecstatic that there will be a new update soon. I thought you had kinda abandoned it.

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  • 23 octobre 2018 à 8:24
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    Have you ever heard of Godot? It's a very good open source engine that is growing really fast! Godot 2 was already great for 2d games and had limited 3d support, but godot 3 added heavely on that and put it's 3d engine up to speed. I feel like Godot is a nice midpoint between gamemaker and unity, and now that I'm learning unity, I see how much straightforward godot is, and how it's logic makes a lot more sense to me.

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  • 23 octobre 2018 à 8:24
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    I'm glad I'm not the only one who has this experience when hopping between a comfortable 2D engine and a larger, scarier 3D one. For me it's between Construct 2 and UE4. Any length of time out of UE4 makes me feel like I'm starting again when I pick it up again. The solution is probably finishing something in that 3D engine, so you're likely on the right track by finishing some smaller games. Look forward to seeing your progress 🙂

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  • 23 octobre 2018 à 8:24
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    Good to see you back posting a bit more regularly Tom, I really enjoy these types of videos and listening to your thoughts on game design, please do it more regularly! 🙂

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  • 23 octobre 2018 à 8:24
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    You need a wizard that's the new guy even though they're all like 900, who keeps saying "I'm too young for this shit" in a gravelly voice. And a hard-bitten chief that chews them out and tells them they're using their mana wrong.

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  • 23 octobre 2018 à 8:24
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    The perception idea could be like Sherlock Holmes looking at someone and deducing pretty much everything about them from that.'[character name] is [age] has bags under their eyes, and has bad posture. Taking care of kids? Five sounds about right. Their lack of shoes indicates money troubles" etc

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  • 23 octobre 2018 à 8:24
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    Hahaha "roll 20 perception, see the financial situation,number of children etc" is a hilarious idea. It could be a game like Reigns but with your dnd encounter mechanic rather than ruling a kingdom, I'd play that, played the shiz out of reigns.

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  • 23 octobre 2018 à 8:24
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    You might want to take a look at Ink for the rpg game – it's a scripting language (used for 80 days and sorcery) which integrates very well with unity and is really accessible. Writing out encounters with variable outcomes and so on is very easy and you can put a load of variation into simple text so that it doesn't come out the same twice. I'm using it now for a thing which sounds similar to yours (albeit without the crits).
    inklestudios.com/ink/

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  • 23 octobre 2018 à 8:24
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    For me Heat Signature was a tactical game. I'd love that control system but in a game where you direct a squad. Door kickers is a bit like that.

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  • 23 octobre 2018 à 8:24
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    If you are working on an update for heat signature, Could you please look into Linux support as that is the only reason I havent bought it even though I was in the beta.

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  • 23 octobre 2018 à 8:24
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    you should have a world map, unlike xcom you can just open a portal. so the map could just show you what type of environment (and difficulty level) to expect.

    your hall of wizards could just sense evil and you have to pick a roster of wizards to send through the portal, also be able to upgrade the portal spell later.

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  • 23 octobre 2018 à 8:24
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    Scriptableobjects (SO) would be great for your mana system. Simply make a base class for the mana SO that has an abstract "CastSpell(Spell spell)" function that you pass the spell to. Each SO can then work on that spell before it gets fired, like add a poison attribute if it's poison mana or change how it regens itself as time goes on etc. The beauty of it all would be that for a character to change mana type would be as simple as swapping out the SO in the CharacterController class, as well as allowing you to fine tune damage numbers from the SO at runtime rather than having to restart the game.

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  • 23 octobre 2018 à 8:24
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    You said Heat Signature is not a character driven game. For me it is. Maybe it's dumb, but I always look into the backstory of a character I want to pick. I don't want to risk my life for some unnamed 'friend' who borrowed money from the wrong people. But I'd be happy to avenge that character's girlfriend, that was brutally murdered.

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  • 23 octobre 2018 à 8:24
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    Might be a neat to release all the game ideas that very likely will never see completion into the wild, see what the public does with them. Some of the games that resulted from the Gamemaker Tutorial series a while back were really fantastic, so I'm optimistic that "Inspired By Tom Francis" would be a mark of quality in future games.

    There's so much brilliance in many of the concepts the concepts that it'd be a shame to have them wither without outcome, I guess.

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