• 124 Posts
  • 178 Comments
Joined 2 years ago
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Cake day: July 17th, 2023

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  • This project is definitely a parent studio decided that they didn’t like the game, so they decided to cancel it.

    If you’ve read the past few development updates, it’s very likely that the team leadership is at fault and not Riot. They basically spent the last ~3 years moving the game to a new engine and the most they had to show was some concept art. I hoped that they were developing in secret to have some big reveal down the line, but it seems like the game really was going nowhere.

    I’m reading it more like the longest “we blew our budget and had no game” post.









  • There hasn’t been movement on terrain editors, but there is one or two popular addons for terrains that have gotten good improvements. I think Terrain3D is the most popular.

    For level streaming, the devs said they need to rework a lot inside the engine for it to happen, it’s a long-term goal. There’s been a lot of improvements to the codebase and especially performance in 4.5, but yeah it’s not quite there yet. I wouldn’t recommend the engine if you’re trying to do something open-world or with huge levels.



  • I haven’t worked on anything that big but I have gotten a ton of feedback on my free games and apps, some of which was really harsh. Positive reviews are always fun to read but usually I focus on the negative reviews. Negative reviews are hard to read but tend to be the most insightful, you get an idea for the things in your game that need work or are too frustrating for others. I think your review is pretty good feedback in general.

    Many people definitely need a reality check - just don’t be rude. Lots of people think their game is going to be the next big thing or that somehow people aren’t going to compare it to games that are extremely similar and probably the same price.

    I was at a gaming event once and one of the demos I tried was extremely unintuitive and at some point you had to search the floor for a key that’s way too hard to see (me and friends spent like 5 minutes running around a dark room). I pointed this out to the devs and they got super defensive, telling me that it’s not supposed to be obvious and you’re supposed to be looking for items for real. This is how not to take feedback. When someone says your game sucks, take notes and try to improve.


    In terms of taking feedback, the best advice I can give is just be open minded. When someone says the game sucks, no matter how stupid their feedback is, just give them the benefit of the doubt. Maybe they’re right. Maybe they suck at video games and the tutorial needed to be clearer, maybe the writing really is boring and not as interesting as you thought, maybe it’s just not clear enough where you’re supposed to be going, etc. It’s good to get perspective of others.

    Not all feedback is useful though, sometimes the game just isn’t for them. If Dark Souls actually took all that criticism about the game being hard and added an easy mode, it wouldn’t be as gripping or popular as it was. Don’t let players bully you into changing your vision just because they wished your game was a different game.

    TL;DR: Feedback is always good, don’t be afraid to voice your opinion. For devs, keep an open mind but don’t let it get under your skin.






  • That’s… Kind of insane! I’ve been following Bitcraft every now since it got announced but I never expected them to go to this direction. The blog post makes sense but I’m curious what license they’re going to use. It could be a legal minefield to try and stop people from stealing the game, re-branding it, then profiting off of it.

    It’ll be really curious to see how this plays out because there isn’t really any major games that went open source, much less one that’s going to be actively monetized like Bitcraft.

    Our focus will be on a smooth and successful Early Access launch on Steam, which is our highest priority. Only once we are happy with the state of the game will we start the process of open sourcing BitCraft.

    Anyway, it sounds like open-sourcing the game might take a while. I hope early access works out for them.

















  • I get people that make tutorials for “content” even if they suck at their job, but I CANNOT get over video tutorials where someone gets completely lost and doesn’t cut it out of the video.

    Anyways we’ll go here-oh there’s an error. Uhm. Maybe we can do this? That didn’t work. Maybe that? Hang on, maybe it’s in preferences? Oh, it’s in tools, no, wait, oh I just wrote the name wrong

    Would it kill you to edit that out and stop wasting my time?!


  • It’s not a thing and I totally agree it should exist, there’s a proposal for it on GitHub.

    If you want to handle different types, the right way of doing it is giving your parameter a generic type then checking what it is in the function.

    func _ready():
        handle_stuff(10)
        handle_stuff("Hello")
    
    func handle_stuff(x: Variant):
        if x is int:
            print("%d is an integer" % x)
        elif x is String:
            print("%s is a string" % x)
    

    This prints 10 is an integer and Hello is a string.

    If you really, really need to have a variable amount of arguments in your function, you can pass an array. It’s pretty inefficient but you can get away with it.

    func handle_stuff(stuff: Array):
        for x: Variant in stuff:
            if x is int:
                print("%d is an integer" % x)
            elif x is String:
                print("%s is a string" % x)
    

    Then you can pass [10, 20, 30] into it or something. It’s a useful trick.



  • I don’t work in hiring, but I do enjoy interactive portfolios. That said, I think this could get frustrating really quickly for people who just want a quick overview of who you are, what you work on, how to contact you, etc… Recruiters have hundreds of applications to sift through, they might not have the patience to wade through dialogue. Maybe keep important information easy to access and make the rest a fun game for those who enjoy it.

    Anyway, this looks great and I love the voice acting!

    I’d recommend making the world smaller and highlighting NPCs so they wouldn’t get lost or wonder what to do. Also be aware that a lot of people browse on phones or tablets, so this needs to play nice with portrait mode as well.