Phaedrus' Street Crew
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About Sloane

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  1. [DEV LOG] What Remains of Idle Thumbs

    Yes, and the base of the carousel is kinda the Spelunky hat! I'll turn a snake blue to make it more obvious, gotta work on materials a bit anyway.
  2. [DEV LOG] What Remains of Idle Thumbs

    Can I interest you in some puffin balloons? They totally won't explode or come to life or anything... Other than that, I mostly did some necessary code clean-up and started writing the tutorial these last couple of days. Biggest remaining issue is figuring out the AI, in terms of striking a balance between the characters wandering around / exploring the park and following their interests / urges. Currently, I'm experimenting with buildings advertising utility (fun, thrill, relaxation, -hunger, -thirst) and characters finding the building / action with the best offer, while at the same time reacting to what they are perceiving and taking spontaneous actions without repeating things too much or at all... which proves quite difficult. Still, if everything works out, the game should be mostly playable in a couple of days so we might be able to spend the majority of the remaining time on gameplay balancing, polish, and UI.
  3. [DEV LOG] What Remains of Idle Thumbs

    GifCam is great and super easy, thanks for the tip! Wizard still needs a little work but close enough for now. Things are moving along fairly nicely, we're actually considering dropping some of the tower-defense stuff in favor of actual park building including placing paths and stuff.
  4. [Dev Log] Farewell, Video Games

    That looks fun! Love the interface. and the collect three mechanic is a really cool and unique idea!
  5. [Dev Log] Decrepit (GOOD... BYE)

    Yeah, that already looks like a game ready to ship. Also, thanks for the detailed explanation -- shaders are still a bit of a mystery to me, even with Amplify or ShaderGraph. (Speaking of ShaderGraph, is it just me or has the amount of optional features Unity offers gotten a bit confusing? There's all that finished and pre-release stuff on the PackageManager, a few official things are still available on the asset store, I think, but there are also additional pathfinding features, for example, which seem to be only available from a GitHub since 2018 or so despite apparently not being experimental?) Anyway, great work!
  6. [DEV LOG] What Remains of Idle Thumbs

    Thanks, gonna try that next time!
  7. [Dev Log] Live from the Past

    Yeah, this looks like a lot of fun -- love the physics!
  8. [DEV LOG] What Remains of Idle Thumbs

    Cheatin' Hitman doing his thing. A few bugs aside, everything seems to be working so far, which is a nice surprise. Also, what's the best way to record a gif? Never done that before.
  9. [DEV LOG] What Remains of Idle Thumbs

    Got a basic prototype running. Visitors spawn in waves, move towards the exit, and stop at every building that isn't overcrowded. I'm not sure how to do actual waiting lines (in regards to the space available on the map), so every building's probably gonna have a few use and wait positions, and if everything's blocked, visitors are just gonna move on and lose a little health. I think we're gonna have different emotion / damage types (annoyed, bored, ripped off, sick...) that all count against the overall health but some character types / waves might be immune against an emotion or two. So, idk, some people might not mind slow / boring rides, others might think vomiting is super cool and part of the experience, so you've gotta adapt a bit towards each wave. Most difficult parts probably gonna be balancing everything out and getting the look down but we'll see!
  10. First time participating since Wizard Jam 4 a little over -- yikes! -- three years ago with that Nick Breckon Cheating Hitman game. We (wife and I) are trying to make something along the lines of Theme Park / Parkitect but instead of an entertaining park you'll actually be trying to build the worst park possible for you are the architect of The Medium Place between heaven and hell. Your job's gonna be to make visitors suffer enough to destroy their souls and send them to hell before they reach the gates of heaven. (Guess hell's paying better for new folks than heaven, idk.) So: Long lines everywhere? Good! People vomiting all over the place? Great! Visitors getting so frustrated they start beating each other up? Even better! Since an "actual" park builder is probably way above our skill level, we're aiming for a more tower-defense-y vibe; visitors will enter the park, walk along a fixed path towards the gates of heaven, and it'll be the player's job to break their spirits / annoy them to death before they reach the exit. Rides will, hopefully, be somewhat Thumbs-themed -- maybe a Cheating Hitman shell game, dot gobblers hunting visitors, a Far Cry 2 coaster with fake lines that never move forward... something like that. Since Good Bye is already taken, we're gonna call this "What Remains of Idle Thumbs" for now, unless we find a better title! I'll try to post updates starting Saturday or so.
  11. [Dev Log] Beppo's Hole (in one golf)

    That does look great, wow!
  12. [Dev Log] Decrepit (GOOD... BYE)

    In System Shock 2 it's basically just another resource to handle, you've got a maintenance skill that you can put points into, so maintenance tools are more effective, and you've got repair tools to fix jammed weapons. It's not unique or special but it's a good fit for the game's theme and other systems. Prey (2017) initially disabled the weapon degradation feature for some reason, which made the repair skills somewhat useless, but it can be enabled using mods. It's pretty similar to System Shock 2's implementation, if I remember correctly, except you're collecting the required resources anyway (for those fabricators), so it's not really an annoyance, just makes the game a bit more difficult. They officially (re-)added a similar system for the Mooncrash DLC, I think. Couldn't find the conversation either -- maybe it was during a stream of System Shock or Cinco Paus and not on Discord? Or I was thinking of something else. And, yeah, those sample visuals look great!
  13. [Dev Log] Decrepit (GOOD... BYE)

    Ah, I remember that discussion. Sounds good! I like item durability in some games / genres (System Shock, for example, would have been a decent fit for Prey, too) but, yeah, in others it's just an annoyance.
  14. Idle Thumbs Hiatus

    So, uh, is there any reason the podcasts stopped entirely? I know they all moved and just might not have time for it but going from weekly podcasts to not commenting at all (?) on Idle Thumbs' future for half a year feels so weird. Anyway, if this was actually it, thanks for everything!
  15. Yeah, the Sea of Thieves story was fantastic. Definitely one of those games that I personally probably would never play but I love hearing about. Wish Nick would stream some of his adventures again from time to time but I guess he's over it. I think I have to give Minit another try, I've played it for half an hour or so and while I understand what it was doing, the 60 seconds thing felt like such an artificial gimmick. Hope we'll get some SpyParty talk next episode, the game is finally (kinda) out, it's amazing, yet everyone seems to keep ignore it, aaaahhh!