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Falling Ash Games

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A member registered Oct 21, 2020 · View creator page →

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On a table top game, (ex DnD) you can only roll 1,2,3,4...20. This simplifies the math so that players can keep track of numbers. Furthermore math needs to be simple (addition, subtraction, MAAAYBEEE multiplication) because you don't know the players education.

In a digital format you the developer/game can do all the book keeping. So instead of integer breakpoints for damage (skulls-shields in heroscape) you can instead make a complex damage formula based on stats and have it be as random (or not random) as you want. Square roots, 1/x type functions, exponentials, etc are all on the table.

I settled on removing randomness. You may find your game needs something different. The idea is tabletop games have the inherent flaw that the rules need to be based on simple results from a die. A computer game does not need to follow the same rules. 

Examples of where poor tabletop rng can make for unpleasant experiences are low level DnD campaigns (easy to get one shot if an enemy rolls a 20 vs a 19, or in simple rules of heroscape where you roll no shields with the robot guys and your opponent rolls one skull). 

Hopefully that helps. 

It was definitely a big source of inspiration, although I really disliked how swingy the RNG was in practice (kinda had to be though since it was table top).

XCOM as well as a few other strat games were also something's I pulled from. 

I got a few other units in mind for the game that are all partway through development but it's just finding the time to put out updates. 

If you are gonna try the concept yourself I'd suggest building a strong framework for multiple gamemodes. While my workflow for new characters is great, new gamemodes especially with my AI is somewhat cludgy as scope creep happened a bit. If you want to take it to the next level let players design their maps and save them, add props, etc. Was way beyond my level to make that so I went with procedural generation. 

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That makes sense. I wasn't sure if weekends counted in the timeline as often times some websites have moderation going 24/7. 

Apologies then, thank you for the response, I didnt intend to be a hassle.

Edit: To your edit, perfect thank you! I really appreciate the help.

Hey everyone, i was wondering if anyone had any idea if this wait is abnormal. In my understanding as a first time seller it takes a bit longer than just a day. I've read itch's documentation and some past forum posts and it seemed like occasionally things can be overlooked for whatever reason. 

As some troubleshooting steps I've double checked (and even updated) my creator profile just in case that was the cause (as some past posts have had). 

The game can be found here: https://falling-ash-games.itch.io/strife-the-expanse

Any help is appreciated. I'm not overly concerned about timeline, I just want to ensure I didn't do something wrong and not know about it.

Thank you very much for your time and any help at all on this issue!

Please post any generic feedback that doesn't deserve its own thread here. Don't be afraid to make your own threads if you feel it warrants it!

Please use the following thread to report bugs or issues that may come while playing.

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I made a complete, totally free, yet simple cod-zombies like game you can take a  look at here: https://falling-ash-games.itch.io/streets-at-midnight.

I put  a lot of time and effort into the game, but I'm aware its  a bit rough. That being said if you want to make a react video memeing on it etc I'm more than happy for it to laughed at if it gets in front of more people. I simply would like more people to play my games. 


Trailer: 

The streets will always be there for you bb <3

Thank you very much for the clarification, I appreciate it!

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Hey whoever is reading this. I'm trying to effectively make devlogs as I make my next game but the issue seems to be that the game page needs to be publish for dev logs to appear. Searching online I came across this thread, in which leafo has stated:

"I recommend creating a game page and writing devlogs. You can add files to the page when you’re ready and make a “Major update” post to announce that the game is now available. Where did you read that launching an in-progress game page is not recommended? We have plenty of pages like that. The sooner you create a page the sooner you can start getting followers and having people add the project to their collections."

Yet on the content creator guidlines page it states:

"In general, you're better off polishing your page before publishing it, otherwise people will be more likely to pass over it when browsing Most Recent.

Note: Feel free to share Draft or Restricted pages, as they aren’t eligible for showing up on our browse & search pages, and will not be placed on top of New Releasees."

This leaves me to some confusion on how its calculated and what choice may be best for my game. What would best practice be for devlogs of unreleased games such that people will see my devlogs, while ensuring my game shows up in new ?

Started working on my next game, and I've started creating and working on options for procedural generation. I've found that as a solo developer you need to rely on dynamic tools as much as possible to create content otherwise its impossible to provided extended experiences for the time input required.

Its coming along well so far, more scenery is needed and I'm playing around with ideas on what to do to interface with this grid. For example if i wanted to make a hex grid based rpg with a large scale, I'll need to tweak the sizings of the grid so that its reasnoble for a town or landmark to fit on one. If I wanted to make a video game equivalent of something like the boardgame heroscape, then i think something similar to the above, albeit on perhaps a slightly larger scale would work nicely.

Currently I'm focusing on making this generation dynamic and usable regardless of scale so perhaps I can reuse it for projects in the future. Additionally performance is currently a concern as I have made every tile a gameobject with a script that inherets from monobehaviour in unity. For those who arent aware this isnt bueno. Currently with a GTX 2060 super and a i5-6600 I 'm getting around 150 fps in the above 100x100 "grid",  which shrivels down to 45 fps with 250x250 grid. Absolute grid size is an issue.

Anyway, it at least looks good, and since i'll likely be going for some top-down gameplay so occlusion culling should help performance further. We will see what happens.

As with Streets at Midnightthe game will be totally free, and I am aiming for more focus on quality animations and UI in addition to a bit longer playtime.

 Stay tuned.

Awesome! Glad you enjoyed it, thanks for taking time to check it out and record!

Awesome! It's great to see people playing. Thanks a ton!

Thanks a ton :), glad you enjoyed it!

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Trailer: 

Link: https://falling-ash-games.itch.io/streets-at-midnight

Streets at Midnight is a game heavily inspired by fast paced zombie shooters games on the market. The game has two game modes; Survival and Escape. Escape involves fighting your way out of the handcrafted city, dodging and shooting zombies along the way. Find random weapon pickups and aim for the head so you can survive.

Escape follows the classic zombie-holdout formula; buy weapons, repair barricades; take zombies out with you. Featuring two maps, attempt to go for your high score and use the weapon sandbox to it's fullest extent to survive! "House" provides a frantic dash from room to room while you attempt to prevent zombies from breaking in. "Island" offers a simple layout for those who wish for a simplified laid back experience. 

The game is totally free and has been a passion project of mine for several months. I truly hope you enjoy it. Any feedback is welcome. Thank you for your time.