Oh yeah, I can’t stand non-inverted controls, I’ll add that setting in the next version.
Thanks for checking it out!
Oh, you could definitely help with that if you think it’s worth your while. You’re doing good stuff, developing important RPG systems before graphics. In this project I’m doing the opposite, starting with graphics and UIs and mod support.
I’ll upload some prototypes (with Godot source files) when I get far enough.
We choose to make RPGs not because it is easy, but because it is hard!
Both projects have those same challenges. This one is all about building a fanbase and getting help with content creation. That will be much easier if modders can just use Godot/Blender and not learn the intricacies of my custom engine and still-evolving party/turn-based system, and I don’t have to finish it (but it’s ready and waiting if a fanbase ever materializes). I just have to make the base game, NPC AI, UIs, and content for a few demo scenarios.
And I’m not trying to make a new Skyrim to rule them all, just a small moddable RPG to get things started. Mistakes will be made, but I’m not gonna fix them if it breaks a bunch of mods, I’ll just make a new game.
It’s just an immersive 1st/3rd-person RPG. Easier to manage a single character, stat/skill set, inventory, and FPS combat… more hunting/stalking/stealth than straight-up slashing/shooting, but it’s still easier. I actually started with this concept first but I didn’t think first-person 3D was feasible (or interesting) until the last few years.
SDL? If it works in Windows it should work in WINE. It’s more of a problem making portable Linux binaries because SDL has tons of dependencies, especially audio. Disabling SDL’s audio and using Miniaudio instead would probably solve 90% of those… although Linux core libs (glibc etc) cause so many backward/forward compat problems that WINE is (almost) preferable.
No speed issues with WINE; it’s not an emulator, just a (partial) replacement for OS functions. The problems are always about compatibility. It runs demanding games like Witcher 3 just fine, as well as Windows builds of most Unity/Unreal/Godot games.
I find it convenient to develop in Linux and test mostly in WINE - however, it’s more forgiving than real Windows so it is necessary to test on Windows occasionally.
Saw the same issue here, and Leaf answered: https://itch.io/t/2174598/itchio-desktop-issue-pop-os-2204
Basically “we won’t fix because 2FA is a workaround”, not the answer I wanted to hear.
I’m just here wondering if I should bother adding support for this app. I guess not.
Yeah, AppImage solves a lot of distro portability issues, and it’s gaining popularity.
However, there are forward/backward compatibility issues with core Linux libraries like glibc. It’s possible to use alternative C libraries etc, but generally it’s easier and more future-proof to run a Windows build in WINE, lol.
For now I’m distributing a ZIP file with both Linux and Windows binaries to cover all the bases, an AppImage more for convenience, and thinking about an Itch installer build.
Hey, I check in on you guys from time to time, glad to see you’re still at it!
I can relate to everything you’re dealing with (well, except Patreon, I’ve never touched crowdfunding). For now I’ve reigned in my ambitions and stuck to a solo project but I aspire to build somewhat bigger games. Funding is tough… having to rely on day jobs, freelancing, savings, investment gains, un(der)paid helpers, etc, until you build something impressive enough to get crowdfunding or a publisher deal. The odds of that are honestly pretty abysmal in the gamedev and entertainment business in general… but certainly higher in the long run for those who manage to follow through on these big, ambitious, slow-burn projects.
Nope, you can’t please ’em all, not with your politics nor with game design.
I know what you mean about the D:OS games (and I guess there ARE casual D:OS players). I tried the first one again last year and ended up changing some things in this game because I was making some of the same mistakes. In particular, I decided to add some grinding/farming opportunities so you can experiment freely with your builds, then level up a little more if you’re getting stuck in endgame battles.
I’m definitely building Synthnostate with in-character challenge runs in mind. Most will be difficult but there will be a few options to make it easier. It’s not a big open-world long-story game; I’m going for replay value. Different party/character builds, different factions, different combat tactics.
Thanks for the comment.. cheers!
Hello! We are Doom Cult Games (DCG lol), a tiny upstart game studio on the east coast working full-time on our first commercial game, an ambitious turn-based RPG. Now in the 3rd year of this 2- to 3-year self-financed project, we're laser-focused on finishing & promoting it - and GDC serves neither purpose. We wouldn't go even if the whole trip was free, and neither would the audience we most want to reach: gamers.
In CTH, however, the player's motley crew takes a trip to San Francisco to investigate an extraterrestrial-owned technology firm that's taking over the world. After CTH, we're making an action RPG whose protagonist is an elder vampire fresh off the suborbital rocket in the fertile feeding grounds of a future Democratic People's Republic of San Frangeles. What can we say? We love to pick on California. :)
As always, playtesting starts next month... or the next...
Devlog: https://doomcult.itch.io/crusaders-of-the-tinfoil-hat