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MagusCurt

7
Posts
2
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A member registered Apr 07, 2024

Recent community posts

@K. A. Laherty That helps a ton, thanks. I definitely appreciate the slow and steady approach. So far, I'm focusing on shapes and gestures, instead of perceptive, proportions, and all that other advanced stuff. I'm totally not ignoring those completely, but shapes and gestures is what I judge myself the most critically on for the time being. 

@Evolutionary Games - You see, I tried stuff like that, and I really hate to be the begging chooser, but I find it hard to generate images to my liking and in the style, I'm striving for. Perhaps I can use that stuff to generate assets for things I really don't care to put too much effort on, like random background objects, but using it primarily is not my current plan. 

@ohmygiggles - It's a good thing I have a passion for game dev. I think that's the perfect place for me to try what you suggest. I'm definitely going to have more than a few art projects to work on in order to put what I'm working on together. 

I've been thinking about this question, and what I came up with is two conditions. I should seek a tutor if:

1) No tutorial has been made that can help me do what I'm trying to do

2) I can't make much progress on my own.

Basically, for hyper specific stuff, that's when someone should seek a pro. 

I've been trying to get batter at drawing things I need for what I'm working on. For the artistically talented out there - bravo, you guys are awesome. There seems to be a lot of smaller techniques I need to get better at before I can begin to create stuff that looks semi good. I had no passion for drawing, it was simply a means to an end to create a game, but as I work more on it, I can begin to see the appeal. 

And even then, drawing is just one part of it. Making animations is a whole new, tedious thing to do - at least if you're a beginner like I am. 

But I personally believe this, if you can both draw really well and program/configure really well, you darn near have a superpower in the game dev space. :/

Despite being a beginner, I really want to hurry up with the art side of things and to get to more programming, and plan to go to one of those tutor sites to have someone look over my shoulder. 

Would this be a good way to get better, or am I just wasting my money and there are better ways to both improve and make progress with my project at the same time? 

There are games where a player has different abilities and powerups to give them an advantage in gameplay. A lot of 2D Super Mario games have powerups you consume immediately upon contact and an extra powerup you can summon at any time. There are also games like Resident Evil that give you limited space for your items. Souls games allow you to carry absolutely all of your equipment in a menu and switch at any time. I'm just curious, what goes into the thought of how easy it is to allow a player to access their tools?

There are some downsides to having the player be able to carry everything and having that stuff always available to them. In Final Fantasy 15, a common complaint was that the dungeons were trivialized because you can carry an absurd amount of potions, max hp restores, stat boosters, and revive items. I saw gameplay of an arcade horror game, Dark Deception, that gives you all of the various powers you can obtain all at once at any point. This could make the player overpowered, but it also seemed to make the gameplay more frustrating, having to cycle through each powerup to get the one you want. 

Dragon's Dogma limits the player with through item weight. In my opinion, I find this method fun and it's my favorite one so far, but I can see how a lot of different players get annoyed at their speeds getting hindered by carrying too much stuff. 

But then, there's always the simplest, and most common, way of doing this, and that's a direct item amount limit. 

Absolutely! I will post it in the next one. Thanks for reading

I just reread the option. I totally thought it did the opposite of what it actually does. 

I honestly really think that should be checked by default.

Magus Curt here. I'm hoping to work with other people in making games, but before I move that far, I want to have at least one game under my belt. I do daily blogs on my creator's page if anyone ever want to see exactly what I'm up to.