Damn... Working on two projects at the same time and managing your time so efficiently... That definitely is something I want to develop as a dev. And I hope I could do it some time.
I like the idea of RNG, but I'd toss an option in the options menu to make it static. Seems like almost everything becomes a speedrunning game any more and runners would love you for including that option.
One thing that could be used with or instead of RNG is adding a stat that increases the quantity/quality of the loot gained, similar to the looting enchantment in Minecraft. This would give the player a reason to revisit old dungeons while also encouraging them to progress in the game instead of getting caught up grinding to optimize one dungeon.
Finally i cannot wait you made amazing progress with this game you are one of the youtubers that i love to watch please continue with this game its got potential
I think RNG in the way of quantity is good. However, I think items should be based on what enemy you're fighting, having each type drop a specific loot every time. Kind of a best of both worlds situation
Hey! I feel like RNG for the mob drops is a good idea. I don't think that it is necessarily a bad thing to be able to run a dungeon over and get better results. Almost like a mini high score system. I think it would make the aspect of assigning raiders to dungeons more interesting too.
Instead of complete drop RNG, you could implement a progression system that motivates the player to re-run the dungeon at certain points in the game to increase the loot. At first, the player only cares for clearing speed since the loot is always the same. The dungeons design could be done in a way where it is not immediately clear how to finish the dungeon as fast as possible, leading the player to take a few attempts in clearing as fast as possible. Then, after completing some progression in research or maybe obtaining an expensive item to upgrade a dungeon, the dungeon can be upgraded to be harder but also provide more loot. At this point the player will re-run previously cleared dungeons.
I kinda like keeping the RNG as it "feels" right. To mitigate the urge to min-max, perhaps each dungeon could have a "run counter" and the automated dungeon raids take N*counter seconds longer to complete. So you could run again for better loot or a faster time, but each time you attempt it your end result is a little bit slower. Alternatively, a progressively increasing "retry tax". There are a variety of ways to discourage this sort of min-maxing and I think that's better than neutering the RNG. :)
I would just give the mobs loot tables similar to the way minecraft handles it. If you know exactly what you'll get every single time you kill something the game will start to feel same-y and lose that exciting "I wonder what's going to happen" factor. I like some of the suggestions I've seen so far as well, which is to add some sort of player stat that can improve the rates or quality of drops you receive. Since these dungeons are going to be automated and ran by the npcs after progressing into the game anyway I think it ultimately doesn't matter which way you land on this. But I think some variance is nice to have.
I want to add that while I agree that the automated ran dungeons should use the player best *time*, I don't think it should use their exact *loot*. I think the loot should be slightly randomized so the only value the player needs to optimize is the time it takes them to clear the dungeon. Not re-roll endlessly to maximize their loot.
What if the player could determine the loot and the speed of his dungeon helpers for each dungeon run by the players best time + loot? That would add a motivation to re-run the dungeons and optimize your runs as a player, because your helpers could get faster and/or get more loot per run.
Wtf haha I literally had the exact idea of making an idle game where the core mechanic is running dungeons which gets recorded and replayed for loot. I opted to make something els instead, though
I'm always so impressed by how much progress you make in a workday. I know this is full time for you, so you're getting a lot of hours in, but have you found anything useful when it comes to productivity? The game is shaping up great so far. And I love the Tao intro. 😹
Yeah full time helps getting a lot done, as for productivity, assets help a lot. This project so far is not the greatest example of my thoughful use of assets, but some of them make me save so much time. For example hot reload (which allows unity to compile code super-fast, or even compile code in play mode) boosted my productivity by at least 10%. Oh and now I can also start re-using some systems I built for my previous projects, which is also a huge time-saver 😁
I like the RNG but maybe it's a good idea to increase the chance of getting loot when you didn't get it (when you earned that specific loot the percentages reset to the initial value). For me is kinda stressful when you need a resource and the RNG plays against you
The rng systeme will be a bad thing if it only encourage to redo the dungeon until the player get great rate. Rng is only here to give a feeling to the player, it should make him sad or joyful. So in that case, rng should be lock after the first run i think. So all dungeon will be different, evenif the mob quantity and type are the same
I think the Loots shouldn't be rng as I would totaly farm a dungeon to get a better score, I think you should be able to get more drops from a dungeon but not from rng, more from something skill related like time or hidden rooms
I’ve noticed something about your UIs that makes them look amateurish - scaling. Some of the smaller elements are simply scaled down versions of other elements, creating inconsistent levels of detail and visual weight. Additionally, even some elements of similar size have varying scales, further adding to the inconsistency. Beyond that, things are looking good.
i don't know why is this even a question, rng just feels better. people wouldn't go in the casinos or the arcades if a win was guaranteed. because it's boring and doesn't feel rewarding at all, because there's no dopamine rush idk the idea of making loot drop from enemies not rng seems... illogical to me, to put it nicely edit: i hope that's obvious that i don't mean rng like "oh you either get 1 or 37819101017 of [thing]" lol
Damn... Working on two projects at the same time and managing your time so efficiently... That definitely is something I want to develop as a dev. And I hope I could do it some time.
I like the idea of RNG, but I'd toss an option in the options menu to make it static. Seems like almost everything becomes a speedrunning game any more and runners would love you for including that option.
I realized that you forgot the first step, building your own game engine. Looking forward to that in the next devlog!
Oh man did I forget to add it to this devlog? I wrapped it up on the morning of day 5 🫢
One thing that could be used with or instead of RNG is adding a stat that increases the quantity/quality of the loot gained, similar to the looting enchantment in Minecraft. This would give the player a reason to revisit old dungeons while also encouraging them to progress in the game instead of getting caught up grinding to optimize one dungeon.
Finally i cannot wait you made amazing progress with this game you are one of the youtubers that i love to watch please continue with this game its got potential
I think RNG in the way of quantity is good. However, I think items should be based on what enemy you're fighting, having each type drop a specific loot every time. Kind of a best of both worlds situation
That sounds like a great balance !
Another nicely done devlog! 💯 Super interesting, as always :)
vraiment tres chouette ce projet c'est magnifique, incroyable ta productivité !
Hey! I feel like RNG for the mob drops is a good idea. I don't think that it is necessarily a bad thing to be able to run a dungeon over and get better results. Almost like a mini high score system. I think it would make the aspect of assigning raiders to dungeons more interesting too.
Instead of complete drop RNG, you could implement a progression system that motivates the player to re-run the dungeon at certain points in the game to increase the loot.
At first, the player only cares for clearing speed since the loot is always the same. The dungeons design could be done in a way where it is not immediately clear how to finish the dungeon as fast as possible, leading the player to take a few attempts in clearing as fast as possible.
Then, after completing some progression in research or maybe obtaining an expensive item to upgrade a dungeon, the dungeon can be upgraded to be harder but also provide more loot. At this point the player will re-run previously cleared dungeons.
Personaly I am against rng loot tables. In an automation game I want consistent in- and outputs
Thx for your opinion on that, I'm keeping it in mind !
I kinda like keeping the RNG as it "feels" right. To mitigate the urge to min-max, perhaps each dungeon could have a "run counter" and the automated dungeon raids take N*counter seconds longer to complete. So you could run again for better loot or a faster time, but each time you attempt it your end result is a little bit slower. Alternatively, a progressively increasing "retry tax". There are a variety of ways to discourage this sort of min-maxing and I think that's better than neutering the RNG. :)
Such an efficient humain being!
nice devlog. you should also try to add some shadows to ui, cause to me it seems too flat
I would just give the mobs loot tables similar to the way minecraft handles it. If you know exactly what you'll get every single time you kill something the game will start to feel same-y and lose that exciting "I wonder what's going to happen" factor. I like some of the suggestions I've seen so far as well, which is to add some sort of player stat that can improve the rates or quality of drops you receive.
Since these dungeons are going to be automated and ran by the npcs after progressing into the game anyway I think it ultimately doesn't matter which way you land on this. But I think some variance is nice to have.
I want to add that while I agree that the automated ran dungeons should use the player best *time*, I don't think it should use their exact *loot*. I think the loot should be slightly randomized so the only value the player needs to optimize is the time it takes them to clear the dungeon. Not re-roll endlessly to maximize their loot.
If you go down rng drops then the automation should run the statistics on its output since the rng makes dungeons nondeterministic
Another vote against RNG for the loot - - the optimization for time is already there, no need for a grind.
Taking notes, thx !
timberborn est incroyable :o
J'ai 75H dessus hahaha
What if the player could determine the loot and the speed of his dungeon helpers for each dungeon run by the players best time + loot? That would add a motivation to re-run the dungeons and optimize your runs as a player, because your helpers could get faster and/or get more loot per run.
Wtf haha I literally had the exact idea of making an idle game where the core mechanic is running dungeons which gets recorded and replayed for loot.
I opted to make something els instead, though
Move to Godot!
I'm always so impressed by how much progress you make in a workday. I know this is full time for you, so you're getting a lot of hours in, but have you found anything useful when it comes to productivity?
The game is shaping up great so far. And I love the Tao intro. 😹
Yeah full time helps getting a lot done, as for productivity, assets help a lot.
This project so far is not the greatest example of my thoughful use of assets, but some of them make me save so much time. For example hot reload (which allows unity to compile code super-fast, or even compile code in play mode) boosted my productivity by at least 10%.
Oh and now I can also start re-using some systems I built for my previous projects, which is also a huge time-saver 😁
very well made video again
Nice!
I like the RNG but maybe it's a good idea to increase the chance of getting loot when you didn't get it (when you earned that specific loot the percentages reset to the initial value). For me is kinda stressful when you need a resource and the RNG plays against you
"Every 10 goblins you'll get x resource at least once"
Thx for your idea !
The rng systeme will be a bad thing if it only encourage to redo the dungeon until the player get great rate. Rng is only here to give a feeling to the player, it should make him sad or joyful. So in that case, rng should be lock after the first run i think. So all dungeon will be different, evenif the mob quantity and type are the same
The game is slowly taking shap (actually its kinda quick)
I think the Loots shouldn't be rng as I would totaly farm a dungeon to get a better score, I think you should be able to get more drops from a dungeon but not from rng, more from something skill related like time or hidden rooms
A pour quand une suite sur Med Dyn ?
How long is the discount active for?
As long as this Channel is active 😉 the offer is extended every week.
Take the time you need to think about it!
I’ve noticed something about your UIs that makes them look amateurish - scaling. Some of the smaller elements are simply scaled down versions of other elements, creating inconsistent levels of detail and visual weight. Additionally, even some elements of similar size have varying scales, further adding to the inconsistency.
Beyond that, things are looking good.
"putain" haha
i don't know why is this even a question, rng just feels better. people wouldn't go in the casinos or the arcades if a win was guaranteed. because it's boring and doesn't feel rewarding at all, because there's no dopamine rush
idk the idea of making loot drop from enemies not rng seems... illogical to me, to put it nicely
edit: i hope that's obvious that i don't mean rng like "oh you either get 1 or 37819101017 of [thing]" lol
YES YOU'RE A CAT PERSON