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16 votes
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Reddit is hosting a hackathon for indie developers - Nov 20th to Dec 17th
15 votes -
Scaling pixel art
25 votes -
raylib v5.5
9 votes -
Thunderful Games announce 100 layoffs and cancel projects – say they'll publish more games by other studios, but fewer of their own
5 votes -
picoCAD is a fun, easy, and accessible tool to make lowpoly models
22 votes -
Get all Megascans for free
12 votes -
Ideas for a side project I'm working on -- an RPG to help me curb my alcohol consumption
Preface: I am familiar with Habitica. This idea would probably scratch a similar itch, but I'm also using this as an opportunity to sharpen my Rust skills. My idea came about when I was trying to...
Preface: I am familiar with Habitica. This idea would probably scratch a similar itch, but I'm also using this as an opportunity to sharpen my Rust skills.
My idea came about when I was trying to find out some new tactics to curb my alcohol consumption, which isn't quite out of control yet, but I don't want to tempt fate.
I've also really liked the progression aspect of RPGs. What if I could gamify my quest to not drink alcohol and make it sort of a fun, unique RPG experience at the same time?
In the broadest sense, it would go something like this:
- You open the game up, ideally each day. You are instantly prompted: "Did you drink yesterday?" (and perhaps it will go back a few more days if you skipped).
- For each day you answer "no", you are rewarded with some sort of tokens, credits, etc. -- currency to play the game. If you answer "yes", maybe you get penalized somehow.
- Then, you pick up your journey, which is sort of a standard RPG experience -- fighting battles, buying gear, learning spells, leveling up, advancing through the world, you name it.
- The game should get progressively more difficult, but should not have an ending, as "quitting alcohol" does not have an ending either. At the same time, it should scratch the RPG progression itch.
The initial game concept I came up with is just one that I see as the quickest way to get this off the ground, which would be something CLI-based, where you are presented with a menu ("visit shop, enter arena, view equipment" etc.). You spend battle tokens to enter into arena battles, which reward experience points, money, and gear. You level up, work towards a build (there needs to be a way to respec because restarting isn't really an option), and progress through the arena.
In total, you would probably spend less than 5 minutes every day playing the game, which is by design. It should be an every day habit. But, there should be enough entertainment value that, if I'm not getting those sweet battle tokens by not drinking, I'm missing out on experiencing the game (or, I could lie, which defeats the purpose of the app).
So that's where I'm at right now. I'm really interested to hear your thoughts, ideas, critiques, etc. before I spend a free weekend building out a concept.
Some questions in particular:
- I was leaning toward just building this in CLI because it will be extremely simple. It could just be a matter of STDINs. However, I'm open to other Rust-based options. Is there a good Rust UI toolkit or web framework that is worth looking into that would make this a little more modern?
- What about game features? What could make this a really fun experience, while also balancing the whole concept of being built around your life and your habits?
In the end, this is a deeply personal project that would be built, first and foremost, for my specific needs. But that's not to say I couldn't build it with some scalability in mind. Rather than asking about alcohol, perhaps the "habits" can be customized, and so forth.
Anyway, have a great weekend!
23 votes -
How Fallout's Timothy Cain would make the worst RPG ever
5 votes -
The case for left-handed representation in gaming
Hi and hello all and fellow southpaws, With the increasing option to pick from genders between characters (unless heavily tied into story and designed that way) it feels like the next option would...
Hi and hello all and fellow southpaws,
With the increasing option to pick from genders between characters (unless heavily tied into story and designed that way) it feels like the next option would be to have left-handedness become an option.
As a lefty I always felt a little "left" out (pardon the pun) in games as soon as I saw a gun or weapon being held in the "wrong" hand.I know CS2 makes the option available if you dig a little, which is a great start.
So my question is, do you know of any other games that deserve a call out for already having this? Games that might need this (character fantasy) or just a shout out in support of the idea, feel free to discuss below.
Cheers!
26 votes -
Moving my game project from C to Odin language
15 votes -
What is the key 'gameplay loop' in a MUD game?
I'm currently building a basic MUD as a (very productive so far) learning exercise. Obviously MUDs have the same mix of appeals as other RPGs do: exploration, progression, combat, PvP, online...
I'm currently building a basic MUD as a (very productive so far) learning exercise.
Obviously MUDs have the same mix of appeals as other RPGs do: exploration, progression, combat, PvP, online community etc.. But what in your experience is the key mechanic the game needs to nail to keep you coming back? When a MUD clicks with you, what itch is it scratching?
All examples welcome, even those that are not MUDs but may be applicable to MUDs.
22 votes -
Twelve years and $700 million later, what's going on with Star Citizen's development?
36 votes -
Gamedev in Lisp. Part 1: ECS and metalinguistic abstraction
9 votes -
Ask the Developer Vol. 13, The Legend of Zelda: Echoes of Wisdom — Part 1 & 2
10 votes -
Show Tildes - Gametje
27 votes -
An astrophysicist attempts to measure the physics of Outer Wilds
23 votes -
Annapurna video-game team resigns, leaving partners scrambling
45 votes -
I'm a game developer with a special interest in horses and riding. I wrote a lengthy guide on what could be done better when adding horses to games.
55 votes -
Starbreeze Studios has announced major changes to Payday 3's creative leadership team – continues to struggle against its decade-old predecessor
9 votes -
The origin story behind Counter-Strike's most iconic map
17 votes -
An in-depth look at Romance in video games
17 votes -
The games behind your government's next war
11 votes -
Building Civilization | A Sid Meier retrospective
6 votes -
Gearbox's first Risk of Rain 2 expansion gets hammered on Steam as developer admits the PC version 'is in a really bad place'
31 votes -
Helldivers 2 support studio Toadman Interactive to shut offices in Sweden and Norway – some positions at developer's Berlin office also at risk
14 votes -
Risk of Rain developer cancels next project to join game development at Valve
27 votes -
The secret inside One Million Checkboxes
65 votes -
This behavior is by design
12 votes -
A prominent accessibility advocate worked with studios and inspired change, but she never actually existed
20 votes -
“The Door Problem”
26 votes -
The design of Dredge
11 votes -
Godot 4.3 release - A shared effort
48 votes -
Crafting a 13KB Game: The Story of Space Huggers
29 votes -
Doom Eternal official mod support released, includes the same dev tools used to make the game
17 votes -
How viable is indie game development these days?
With all the talk of layoffs and studio closures, I wanted to know what the opinions and general experience is like as an indie game dev. How viable is it, how successful can you really be with...
With all the talk of layoffs and studio closures, I wanted to know what the opinions and general experience is like as an indie game dev. How viable is it, how successful can you really be with that career and what challenges can crop up?
I started making my own game a while back and got extremely discouraged by the layoffs and technical hurdles I was running into, to the point where someone told me maybe I wasn't cut out for it on discord. This really killed my drive, and it would be awesome to hear about some success stories or even some struggles that you may have overcome.
20 votes -
Why is ‘left stick to sprint’ so unpleasant in games?
32 votes -
Making games for Apple platforms "like an abusive relationship", say developers
42 votes -
There's an EU petition to prevent publishers and devs from leaving games in unplayable states
70 votes -
Why is it so expensive to make games in the United States?
14 votes -
Dinosaur Polo Club opens up to share canceled Magic School project
6 votes -
Scaling One Million Checkboxes to 650,000,000 Checks
22 votes -
Inside Penny's Big Breakaway - The platform game evolved - developer deep dive
7 votes -
Less than a month after the highly anticipated life sim Life By You was delayed without a new release date, Paradox has announced that the whole project has been cancelled
36 votes -
Let’s write a video game from scratch like it’s 1987
13 votes -
How Embracer's cuts killed a potential Red Faction sequel and gutted a promising studio
13 votes -
Sekiro vs Elden Ring design philosophies
6 votes -
Getting over that game making hump?
Hey, so I'd really just like to get an idea that's been in my head for god knows how long out into a program, even if it's just a demo of what I've imagined. But I never had enough knowledge in a...
Hey, so I'd really just like to get an idea that's been in my head for god knows how long out into a program, even if it's just a demo of what I've imagined. But I never had enough knowledge in a particular engine to just get the idea out. My main programming knowledge is from Java classes, and I've dabbled in enough in HTML/CSS, Javascript, SQL, Powershell, etc. enough to get through classes, projects, small scripts, deployments, etc, so I have programming experience from a conceptual point. But I've never really worked with GUI elements in a serious manner outside the Cocoa IDE handling all the heavy lifting. Any time I get the itch to tackle this I give GameMaker or Godot or something else a try via some tutorial, I never get to the end of it. I figured learning by example would help, but I forget most of the basics on how I'm supposed to set up an object or attribute... Then I try it the other way around where I try to learn it bottom-up and I get overwhelmed if I lose my way in the middle of a process... It's extremely frustrating, I swear I've been through this about three times in the last seven years or so.
I'm curious, has anyone had this much trouble with this? What did you do, what was your in?
20 votes -
Guess I'm still young enough to be angsty over a stupid game jam
I was working on a VR experience showing wealth inequality in true scale. By a habby coincidence I discovered a game jam with the rather blatant title Fuck Capitalism Gamejam 2024 which just...
I was working on a VR experience showing wealth inequality in true scale. By a habby coincidence I discovered a game jam with the rather blatant title Fuck Capitalism Gamejam 2024 which just happened to end in a time span where I'd might be able to finish off my game. So, great, now I have a deadline! I began to plan what I could reasonably expect to finish within that time frame.
But today, I read the game jam page a little more closely. Turns out the deadline is for voting on the submitted games. The game jam had run out a long time ago. So, no deadline. And of course, I became aware that submitting it to said gamejam wouldn't have mattered much anyway.
Guess I just have to keep working on the stupid project. Everything just feels so pointless, because, well, I guess it is. And trying to build up some pretend excitement gets a bit stale.
Anyhow, how are you folks dealing with the good ol' what's-the-point-of-it-all feelies? Is life just a yo-yo movement between hopelessness and semi-engaged pretence of meaning, or are there other roads to travel?
17 votes -
Game simulation programming: Continuous time
7 votes