How's the game coming along user?

How's the game coming along user?
Personally, I'm wondering which approach I should use to control my character. There are some scripting tutorials for accessing position and changing it but apparently there's a now input system? Which should I follow?

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I wrote a book instead and already have an agent for it. Once it takes off and the game optioning comes in, I'll take an advisory position. I hope it works out for me

one day, I will be good at making tilesets

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What's the book about?

try pallet swapping what you have and adding minor details/textures

the tileset in that webm was made by our old tileset guy who dipped out because of college. if you want an example of the garbage i'm capable of, pic related

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post a picture of one of the tiles?

not exactly sure what you mean by that. you mean the tileset? here

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Finished demo for new game
It's over 200mb in file size and it has a secret boss fight.
Might check for bugs before I upload.

Any tips on balancing work and game dev?
I work as a developer full time, and it's not code monkey stuff, it's just clients with high level objectives and it's full up to you to figure out what you need to do and how with no oversight or management

Basically it's a lot of thinking and focusing during the week, and then during the weekend I want to zone out and can't concentrate

But I know people can do it, is there a trick or tips?

I don't think you can really do it. Work on your game as much as you can and then once you have enough money saved, quit your job and go full time game dev.

Which engine.

As for myself. Taking a decompression break, for both mind body and soul. Will get back to dev in a week or 2.
Going to spend the next while on re-planning things.

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Help me a come up with a game idea, I just want to make something fun but can't think of anything

Do people use real world physics principals to model physics engines? Or os it arbitrary out the ass numbers and forces? I cannot fathom trying to create physics without first starting with principal Newtonian principals.

I work remotely from my room, then when I want to write I go to the living room and on my laptop so maybe changing location might trick your brain or some shit

I'm adding a Pirate class character in my RPG. I'm setting up the class skills/parameters.

>Corona Labs
What an unfortunate name for a dev

I usually mess with the numbers until I feel like it plays good
Not too floaty but not an instant drop when the character jumps for example

Damn I do that too. Maybe the problem is my Work laptop is seperate, but my gamedev laptop is at my usual lazy time desk
Maybe I need a third place. 1 for work, one for slacking off, and one for side work.
Or maybe I can try gamedev at my work desk

I'm working on it, go follow me on twitter
twitter.com/spellfist_3d

Its over, shut it down.

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How do I keep the scale small while still having high stakes? Feel like with every game being made now is about saving the world or such that any story I do needs a similar large stakes but I can't afford that scale and anything less seems like it'd be boring to players

Im writing a system for a detective game inspired by the likes of Ace Attorney. Im thinking of having fake "dummy evidence" that may not go used, if not used once as an optional piece of evidence once or twice. This seems like a dangerous idea because it sounds like it can be very frustrating to the player if I go about it wrong. In a similar vein, I'm contemplating "supplementary evidence" that may or may not get used in the case, but had the ability to be used at the right time.
Regarding optional evidence, I'm considering mapping multiple solutions for a couple of problems for a more realistic experience. How many times have you played a detective game where you needed to show the gun when asked "what was the murder weapon?", only for the bullet to be the actual answer? If I make all relevant pieces of evidence work, not just 1 that I think the most sense to me, the programmer (because everyone has a different sense of logic and puzzle solving, so what works for me shouldn't be the definitive answer alone).
Thoughts/opinions on any of this?

>How's the game coming along user?
Poorly. My map compiler's portal generation is completely broken and I have no idea why.

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If Frank could lose his wife in the story, you are raising the stakes by elaborating on why she means so much to Frank. Give us a reason to care, Finding Neemo makes you care about a clown fish and people cried to that.

question, when i make a game at some point it starts to get slow, how do i know if its my shitty computer, my shitty engine (not using the mainstream ones) or my shitty coding or choices (3d models, animation etc)? Its so demotivating.

The only truly frustrating thing in detective games is when you can figure out what happened etc, but the game requires specific evidence or information to draw the same conclusions as you already did with simple logic.
As long as you allow people to solve cases with fewer bits of evidence, but compelling links between stuff then I'd say that would help alleviate the potential frustration.

Game takes place in a single building. Within that single building, Big Murderfuck God of Killing Everything is about to be resurrected. You must stop this and get out of the building alive.
There you go, small scale, big stakes.

i think you have to set a timeslot everyday to work on it, like 10-20 minutes is always doable.

then make sure your development setup is so that you can easly jump into it from wherever. On a train, on a plane, at home, on your laptop.

It will 9/10 times not be enjoyable, so you need some other reason for making it, other than recreational coding.

Now see, I thought of similar to that but if you can solve a ballpark 3 hour trial by the 45min mark, that's a lot of gameplay content you are skipping. The game may possibly be considered too short or may be missing a lot of dialog or scenes that would otherwise be seen. I considered branching paths and shortcuts if you piece together info yourself that jumps you to later in the trial, but I still have the same problem to a lesser extent. As satisfying as it is for games to reward you by telling you that you solved the mystery with no hand holding, a feeling I WANT the player to have if they earn it by solving the puzzle before the story catches up, how do I go about complimenting it without it ending up a punishment by locking out redundant content?

pokemon had lower stakes, it matters to you if the team rocket hurt the old man, it matters to you if you become champ or not, if you collect them all or not. it doesn't matter to the world but the player