#Yes yes but I wanna finish this been
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there's nothing wrong with what you're doing
don't worry about your design
you will paralyze yourself worrying about whether or not you're doing something right, rather than just doing it
set yourself a goal for what you want to accomplish:
- the user should be able to draw a card
then write whatever you need to, to get that to work.
once it's working, you have the benefit of hindsight, and can go back and refactor your code where it seems sensible to do so
outside of that, i can't help you. just know that I've tried to make a roguelite card game on 3 different occassions to varying degrees of completeness. it's harder than you would think, especially if you start to get into other elements of roguelites like procedural generating maps
so i feel your pain
your projects likely get scrapped because the scope was too big
read that guide i sent you if you're interested in design patterns, and limit your scope
in game jams people say if you have 48 hours you only have 4 hours to develop the mechanics and 44 hours to polish it and make it feel good
extrapolating that to big projects you should finish the mechanics in a week or two if you want to finish the game in 6 months
Well nice bc in three days all I've done is drag drop and visuals ๐๐
well now you've learnt how to do drag and drops. ๐
progress ๐ฅณ

nothing wrong with having an idea and wanting to stick to it - you will learn as you go along
just don't get discouraged if it gets too unmanageable or you lose interest
you will go through 50 incomplete projects before you actually make anything you're happy with showing
you will also get A LOT faster at setting up prototypes once you have spent more time making games
Yes that is true
dude, that looks awesome, well done
its a struggle at first but i agree that you should finish things. that said dont let me discourage you
to quote fred
nothing wrong with having an idea and wanting to stick to it - you will learn as you go along
but another thing on that note - you mentioned you had done drag and drop and visuals
word of advice for prototyping - write what will make it fun, not what looks good
seen a lot of people spend 20 hours drawing sprites for their awesome perfect idea, and realising way too late that it's not fun
or spent 12 hours on the best looking menu screen
use squares and steal sprites until you've gotten the core logic down
i havent been quoted in years lmao
i feel special
^ also good advice. that period of development with no art should be your "4 hours" like we said before. this is usually referred to as "grey box" development
I'll try to turn it simpler then and do the basic stuff
and if you're anything like me, 99% of your project will be grey box
(because i can only draw grey boxes)
I love card games but its kinda different then other game where the state of the game is so "linear"
But maybe it's easier in the long run
Player draw
Player plays card
Enemy plays card
Creature fight
State check
Player draw
I'll try with events 
im in a similar boat. heres something im working on atm just slowly trying to get more detail and less boxy looking
ty! ๐ i am going for a quake/doom vibe
mixing stuff like this that i bought with stuff im making
Wtf very cool
its a model i bought for 18 canadian I think. and the animations are inverese kinematics where it basically just follows the bone in front like the game snake
ohh that's cool! what have you done to get the blood flowing around the fountain? anything with shaders or
sry for sidelining the convo though
ya its shader driven
very very cool
i'm too embarrassed to even launch unity and show you anything - my recent project is me coming to terms with networking, it is a mare
the pouring is just a model with a scrolling texture ๐
how long have you been developing?
like 4 years all in my spare time. I work full time
what do you do if you dont mind me asking?
actually 5 now. but Im like a general fabricator i guess. I do lots of different stuff but basically an engineer gives me specs and i build it
for construction companies
wow, very cool
i used to work in the games industry but i quit cuz this makes more money lol
i did QA for close to min wage at one point
what fuckin country pays min wage for a QA, that is an absolute outrage
oh actually, game dev
๐จ๐ฆ
my bad, just a shit industry
ya lol. lots of people with 40k student debt and fancy degrees worked there too
move to ๐ด๓ ง๓ ข๓ ฅ๓ ฎ๓ ง๓ ฟ, QA for a web dev company
you'll get 45k right off the bat
ooOh sounds nice
i studied film prod, racked up almost 60k debt
was a music video producer for 3 years before COVID hit and i lost a lot of business
did a 13 week web dev bootcamp (cringey and cheesy but whatever), became a web dev straight after
the smart devs know to work in web and do games in spare time, because the games industry is completely broken atm
eyah 100% web and app development are where its at financially. I just have no passion for making things like that
sry to hear about ur loss of bisuness
also I dont think the web dev course is cringe you gotta start somewhere. its potential scam territory with how prolific tutorials are on youtube
but not cringe
I'm backend Dev but yeah only one year in it so I suck ๐
true - but i got in on a scholarship, and this course was unbelievably well thought out. a huge part of it was teaching you how to think (and google), it helped me so much
you don't suck, you're learning
anyway, got to go - good luck with your card game mirrory
nice chatting to u both ๐
you as well