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  • Showing only topics in ~games with the tag "development.game". Back to normal view / Search all groups
    1. If you enjoy very difficult puzzle games, try Epigraph

      Epigraph has been a joy, especially when you consider that it's only $3. I love puzzle games like Portal, The Outer Wilds, Etc., but when I try to explore further in the genre, I often struggle to...

      Epigraph has been a joy, especially when you consider that it's only $3.

      I love puzzle games like Portal, The Outer Wilds, Etc., but when I try to explore further in the genre, I often struggle to find many that provide a sufficient challenge.

      I found that Epigraph, while short overall, provided a solid 4-6 hours of playtime.

      The goal in the game is decipher a series of stones and tablets containing a totally unknown language.

      The Zachtronics games are also phenomenal and probably even more difficult overall if you're like me and looking for a challenge.

      37 votes
    2. [SOLVED] Bug: Text labels disappear in settings menu

      I'm touching up a game with a dev who is getting their code ready for a FOSS build of their game. One of the more persistent bugs is something weird in the settings menu, where an option is...

      I'm touching up a game with a dev who is getting their code ready for a FOSS build of their game. One of the more persistent bugs is something weird in the settings menu, where an option is focused and checked off, the text label disappears. Color override doesn't seem to affect the behavior, but if I go into the game editor and uncheck Clip Content and Follow Focus, the behavior flips and now it's focused and UNchecked text labels that disappear. I'm putting feelers out for advice on the usual haunts, and I thought I would ask here too.

      Godot version is 3.6, the only modification is that it uses Godotsteam.

      5 votes
    3. Have you made a video game? Can I play it?

      I've had some ideas for a game simmering for a while now and I've finally committed to learning Godot to see what I can put together. I'm still in need of some inspiration, though, and I know...

      I've had some ideas for a game simmering for a while now and I've finally committed to learning Godot to see what I can put together. I'm still in need of some inspiration, though, and I know there's a few folks around here who have made games. Complete, polished, sketchy, half-baked - doesn't matter! - I'd love to see what people here have come up with!

      49 votes
    4. Tactics fans: What do you think of turn order?

      I've mentioned a few times I'm working on making a tactical RPG engine, and I'm finally at the point where I'm doing the actual important part of determining turn order. It's a harder design...

      I've mentioned a few times I'm working on making a tactical RPG engine, and I'm finally at the point where I'm doing the actual important part of determining turn order.

      It's a harder design decision than I thought, so I thought I'd ask for opinions.

      I'm trying to make a game in the style of Shining Force, where the turn order is determined by a unit's status. There's quite a few games like that, but I'm wondering if that design is actually good. The thing that makes that style of game good is that they're actually fairly easy, and the "noise" of stat-based turn order, where you can't depend on a specific turn order, seems to make the game harder. Or at the very least, it closes the door on more precise tactics. I've had plenty of experiences where I thought a unit was safe because they had enough HP for one more hit, and the enemy ended up hitting them twice before their turn came up.

      In reality, I'm actually pretty set on keeping this in my engine for better or for worse (boy, is it hard to resist expanding scope), but I'd be interested in hearing some opinions nonetheless

      18 votes