I'm a player like everyone else, the only thing I can say is continue to improve the basics of tiny rogues, it will be painful not to have more content but there are mandatory things to do first. Once this "mega rework" is finished I think it would be better to have a patch that adds content but is easy to add (I think of uber bosses and cinder 20) and then release the next expansion. It will be a long road but tiny rogues was and will be one of the best bullet hell roguelikes ever!
I think you'd benefit greatly from using branches. It seems like you're making all your massive reworks right on the master branch? Generally, having a develop branch and feature branches can help a lot with keeping changes separate and keep you focused on the changes that should be made, while also letting you keep snapshots of working versions. Also, I hope we can get a summed damage in brackets next to the damage number or something. Knowing only the last instance of damage you dealt to an enemy seems like it might be losing out on some information.
I feel like getting rid of damage ranges is not a good idea, I will definitely get used to that, but I think that damage ranges is one of the game's charms for me. Even if you do end up getting rid of them, I think something needs to be done to lightning damage for it to stay that way. The 100x difference between low-end and top-end damage is such a gamble, I love it! Also, hopefully you didn't forget that one reddit post where I asked to revert a mosquitos rework (that got them telegraph on their shots) and you agreed they were weird :p
Hey, dev of Super Fantasy Kingdom here. Our todo lists look very similar, but mine is in notepad++. What do you use there? Looks cleaner. Trying to find out if you are German I noticed you also watch 7vsWild, funny :D Your shader based pixel projectiles are something I never dared to try. I also do have that area stat but most attacks are sprite based. And even tho clarity is not as important as in tiny rogues, I already noticed people talking about the area not matching the sprite 100% in some cases. How hard was it to implement these? Where did you start? Regards Ferry
I'm a player like everyone else, the only thing I can say is continue to improve the basics of tiny rogues, it will be painful not to have more content but there are mandatory things to do first. Once this "mega rework" is finished I think it would be better to have a patch that adds content but is easy to add (I think of uber bosses and cinder 20) and then release the next expansion. It will be a long road but tiny rogues was and will be one of the best bullet hell roguelikes ever!
Please keep doing more of these in-editor/code explanations. As- a new game dev, this is awesome
20:47 The bouncing damage is so cute
new todo: make new todo list
I think you'd benefit greatly from using branches. It seems like you're making all your massive reworks right on the master branch? Generally, having a develop branch and feature branches can help a lot with keeping changes separate and keep you focused on the changes that should be made, while also letting you keep snapshots of working versions.
Also, I hope we can get a summed damage in brackets next to the damage number or something. Knowing only the last instance of damage you dealt to an enemy seems like it might be losing out on some information.
I appreciate being kept in the loop. You have done great with the game and I’m looking forward to the future of the game
I feel like getting rid of damage ranges is not a good idea, I will definitely get used to that, but I think that damage ranges is one of the game's charms for me. Even if you do end up getting rid of them, I think something needs to be done to lightning damage for it to stay that way. The 100x difference between low-end and top-end damage is such a gamble, I love it!
Also, hopefully you didn't forget that one reddit post where I asked to revert a mosquitos rework (that got them telegraph on their shots) and you agreed they were weird :p
Poochi clearly best pet. i agree with anything you say.
@@zempest1959lmaoo true, Poochi my beloved
Hey,
dev of Super Fantasy Kingdom here. Our todo lists look very similar, but mine is in notepad++. What do you use there? Looks cleaner.
Trying to find out if you are German I noticed you also watch 7vsWild, funny :D
Your shader based pixel projectiles are something I never dared to try. I also do have that area stat but most attacks are sprite based. And even tho clarity is not as important as in tiny rogues, I already noticed people talking about the area not matching the sprite 100% in some cases. How hard was it to implement these? Where did you start?
Regards
Ferry
i think that the best idea would be to just release all of the stuff your making in into the abyss.