Aaron is project planning

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I grow food and I make stuff (games, drawing, writing, tools, craft). Experimenter. Getting better.


Into gamedev, art, music, kink, sexuality, mutual aid, kindness, truth, nature.


he/they/null, b/q, and more.

@risingtail So I did some looking around, and it seems like Steam has an option for where to pull files from, so you could probably tell Steam to sync from Godot's user data folder and make no changes to the game. I don't have any projects on steam so I can't test it myself, but yeah. See timestamped video: https://youtu.be/SW4MhiQhY04?si=Mstl3lstpDWTyjSi&t=245
How to integrate Steam Cloud into ANY game! The EASY way!

YouTube
@risingtail I have also been curious about this, would love to know what you find.
@JessTheUnstill @woo @Catawu @mcc One more thing is that (in the US) prisoners are counted as population for determining representation (i.e. gerrymandering). So the rich and their bought lawmakers are removing minorities from population centers, disenfranchising them, and using their numbers to bolster the voting groups that they prefer.

I *love* when games don't explain themselves.

I've seen a lot of game design discourse saying games ought to be self-contained. If you have to google it, the game isn't providing you the information you need!

e.g. Minecraft without the wiki and armies of video guides would be nearly unplayable. Similarly, the Dark Soulses are exceedingly cryptic and generally demand research in order to play effectively.

That this is a flaw seems to be taken as self-evident. But I don't think it is.

@lee_quadkorps If you wanted to just use the dungeons from the book, that would work fine. Or use the cards in a non-prescribed way. The DM would just have to decide how to string different locations together. Mörk Borg already invites a lot of creativity in application of the rules.

With cards I can do deck operations to manage game state, instead of just using random tables - add/remove cards, shuffle, peek, etc. And rules can be situational, presented only when they're relevant.

@lee_quadkorps I'm designing a Mörk Borg mod which uses a deck of cards for the DM to manage encounters, which circumvents this challenge to some degree. The cards can contain a good amount of info on their own, expanding mechanics as needed. Some cards reference pages from the book with a more detailed dungeon.

The flow is more challenging for the core of the booklet that discusses how to use the card deck, but that should be only a page or two if I do it right.

Hello, fellow game designers!

I highly dislike "per X" resource based design, e.g. per rest / per encounter. I prefer resources with a variety of ways that can raise/loser, but mostly just lower, to band those—and let resource regen tie to time/rest/etc.

How do you avoid it in your designs, or how do you embrace if it you enjoy that sort of design?

New Node. Very simple. DrawAABB. Can take single or multiple meshes and draw their AABB shape. My use case was needing to detect which area the player was in on a timer. I add the room or environment meshes to the DrawAABB node then use `aabb.has_point(player.global_position)` to check if the player is in the area. Why not use Area3D? This is less expensive and dynamic based on the scenery meshes. #godot #godotengine #gamedev
@Chris Installing multiple copies of the app would probably do it. There's gotta be a better way than that, though.
@thoughtpunks Absolutely do