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10:57 AM
Hello!
 
11:52 AM
Hey @ArturTrapp
 
Hello
 
Hey @trollingchar
How's the worms game going?
 
My fires are dealing damage inconsistently and insufficiently and I am upset by this. Even if I throw a petrol bomb at a worm directly, fire just deals 10-15 damage instead of expected 40. It behaves like in modern worms games.
A bottle spawns 20 fires on impact. Turns out it's not enough. In some cases targets remain completely undamaged.
Maybe I really should introduce a hidden fire damage floating- or fixed-point counter
 
Does the fire make the worms move around the map? I haven't played many modern worm games, but I did play the originals
 
In Worms Armageddon fires cause worms to jump on them and take damage continuously
 
12:03 PM
Yup, I remember Worms Armageddon, is your game inspired by that one? Or is it 3D?
 
In that game fiery projectiles emit many many fires. In modern games, they emit a few fires
My game is inspired mostly by Worms Armageddon, but it will have some new weapons, game mechanics, physics and maybe other things
 
To be honest I'm not sure how you can calculate how much damage those weapons would do. I remember every time I used the fire weapons the damage was more based on how long the worm stayed in the fire, but it was hard to control from the user's perspective
 
But does it depend on how bright a fire is?
and how many fires are there
 
I'm not sure
I do remember if there was a lot of fire, it dealt the same damage, it would just spread in a wider area
 
I know for sure only that knockback is stronger
Anyway, I don't have to make the exact copy of WA. I'll experiment and maybe I'll accidentally make a better thing.
 
12:11 PM
That's what I was thinking, this is your chance to diverge from WA and make something new
I mean if you made a game be the exact copy of WA, people would just play the original, no?
 
Right.
There are also some features in WA I really don't want to have.
And I'm disappointed how Team17 is developing Worms. They stick to "conventional" weapons, and their attempts to improve gameplay only make it more complex.
In Worms Revolution/Clan Wars they added classes (worms' specializations on damage/support/speed/nothing), in Worms WMD they added vehicles and crafting. Those are elements of strategy, not tactics, and I don't think I should think about picking classes or constantly dismantling infinite weapons I just want to shoot and build traps
I remember a trolling used against me in WA. I had 3 worms and a guy had 1, when I came to his half of the map he just teleported to the other
 
12:26 PM
Are these the new 3D worm games? I only played one some years back, but it didn't feel the same
 
3D? Technically, they're 2D. Only picture is 3D.
 
Ah I confused it with "Worms 3D" for the gamecube
 
Worms 3D, Worms 4 Mayhem and Worms Ultimate Mayhem are true 3D games. Others are 2D.
I saw in many Worms games and often see in clones that weapon crates contain exactly one weapon, and rare weapons are rare. It seems like a perfectly right natural approach, and it's the wrong approach, speaking of game-design.
This makes players think that crates are mostly useless, because junk is much more probable, and they'll rarely try to collect crates.
My approach is different. I made all weapons drop with equal probability, except superweapons which are 10 times less likely to appear, and adjusted the quantity of ammo in the crate.
So if you collect a crate with airstrike, you get 1 airstrike, but if you collect a cluster bomb, you get infinite ammo. I think this is the right approach.
 
1:05 PM
It's an interesting approach at least. I haven't played the new ones so I can't really tell if it works or not, but I'm pretty sure in the old ones each create can have multiple weapons
 
Yo!
 
rain rain rain rain today. It seems like it bothers some people.
 
1:22 PM
Wish rain was an exception here~
It's surprisingly good weather, although kinda cloudy
 
1:34 PM
So I guess you guys find it also annoying :P
 
Well it's more like, if it's raining it's a normal day, if it's not, it's the perfect weather to do a BBQ :P
Out of curiosity, I see most mods here spend quite a lot of time here. How do you find so much time? What's the secret?
 
You mean on the site, or in the chat?
 
On the site
I tried spending more time myself, but every time I go home I just want to relax, it's difficult to get in the mood to start answer questions :P
 
I'll be able to answer questions when I'm at work, or when the kids are sleeping at night. Otherwise I'll be able to use my phone once in a while to moderate, but that's basically that.
I don't play games much, I don't spend much time on social networks, and I don't watch TV (and rarely Netflix).
 
Ah, I tried using the app before, but it wasn't as flexible as the website it :/
But that makes sense!
 
1:46 PM
I don't use the app, as you say, not flexible. You can read questions, write text for answers, comment, but that's basically that. I use the website from a browser on my phone.
 
Ah, I might give it a try!
 
Oh, and yeah, I use the "full site".. :P
But that's just the way to go if I want to get mod tools :)
 
What do you mean by the "full site" ?
 
When you login with a mobile browser, the site will be displayed as "mobile" friendly. You get essentially the same features as you get on the app.
You can scroll to the bottom of any page and tap "full site" to have all the features revealed.
 
Aaah, so the Desktop version of the site, makes sense :P
 
1:53 PM
Yes!
 
I can't blame you, I've changed my settings on my phone's browser to always be desktop mode. So many sites think they can do a mobile version, but it ends up with less features than the desktop one
 
Ah, right!
I guess mobile sites are a UX designer's challenge!
 
Honestly I don't know if it's the UX designers or the implementation of the web browsers on devices. I have a site made in markdown and any text being in a paragraph displays itself properly, but any other text is scaled down significantly
but on the desktop everything displays properly, regardless of the window size
 
The true challenge for a UX designer will be participating in developing of a mobile RTS.
 
As in real time strategy?
If you picture something like warcraft 3, that would be challenging to make right on a mobile device. Having only touch as input limits your options
 
2:00 PM
@TomTsagk That's interesting! Maybe the markdown framework you use has inconsistencies?
@trollingchar This has been done before, hasn't it?
 
@AlexandreVaillancourt I don't know.
 
I haven't played the game, just watched the E3 thing about it.
 
@AlexandreVaillancourt That's a good call, but I do remember looking at the HTML output, and couldn't find anything out of the ordinary
It's been a few months since I've used it, but it was called markdown and was available from Arch Linux's package manager, but I can't find it now so maybe it was removed
 
@AlexandreVaillancourt If I were an antivirus, I'd delete that software because there are rainbow-colored chests with microtransactions
No it does not count because of insufficient complexity - the map is so small there is no need for minimap and controlling buildings and crowds of units
 
2:25 PM
@trollingchar Yeah, I guess they scaled down the feature list for mobile.
@trollingchar Yeah, you like it or you don't :P
 
@AlexandreVaillancourt Maybe because the task is impossible at all, controlling an army without your mouse and hotkeys.
 
Yeah, unless you "stop time" but then it's no longer "RT"..
 
But I remember a guy who installed an utility that used eye tracking instead of mouse and voice recognizer instead of keyboard, and played SC2.
 
That's the way of the future! For rich people.
 
oh man RT (Russia Today)
 
Controlling video games with eyes and voice sounds tiring
 
:O
 
Although it would be fun for some time
 
I think Tom is right
 
2:31 PM
@TomTsagk For him, it was the only way
 
Playing an RTS is tiring :P
 
I agree
I like RTS, but they tire me quickly
my wife when she was playing W3 could play for hours
never got tired of it
 
which mode was it, multiplayer or singleplayer?
 
The joy of having sheep blow up!
 
a, that one
 
2:35 PM
Or was that in W2..?
 
sheep explode in w3
 
@trollingchar she only ever played multiplayer, and only pvp
not once did she play against a computer
so yeah, she learned the game while being stomped by people
played almost exclusively night elf
i played undead
 
I loved all the weird mods on W3, so many amazing games that I can't play anymore :/
 
@Almo my respect to her
 
2:42 PM
I don't think I played W3 much. I don't remember what I was playing at that time..
 
@trollingchar :)
 
@TomTsagk there was a mod about battle between comedians. "Ther is a casting for Curvy Mirror! RUN or yu will work at Curvy Mirror for an ETERNITY!"
 
 
3 hours later…
6:05 PM
You know when a colleague brings tasty food at work and you're like... not again...
 
@AlexandreVaillancourt That statement is fundamentally in compatible with my reality. We do acknowledge that situation might be possible in nearly synchronous alternative realities & express condolences if you exist in such a place.
Also, descriptions please; if we cannot eat the excess tasty foods, let us eat bytes via the internet.
 
You know, I try to share, really, I leave the pie there untouched for at least two hours... then I eat a part. Then, I swear, I really want to share it with the others, so I wait 2 more hours to get the next part...
Oh, today it was sugar pie with pears.
 
I see your problem.
If you want to bring the sharing full circle, you need two pies.
@AlexandreVaillancourt not familiar with that name - is it a regional thing?
Like an apple pie, but with pears?
 
No, sugar pie. Then there was some small bits of pear in it :)
That's awesomely delicious.
 
6:23 PM
The ingredient list is catastrophically delicious.
 
:P
We used to go to a restaurant where they served maple syrup pie. That was one of the three most delicious things in the universe.
 
7:24 PM
Hi
 
7:41 PM
Hello there
 
7:57 PM
Hey!
 
What's cookin'
 
Hmm, nothing much :)
Work, family... that's enough for now ;)
 
How many Tallomere games have you planed to make?
 
I think I will stick with Tallowmere 2 for a long while, it's been such a huge effort so far
 
8:01 PM
Adding content and such?
 
Features and networking really, and the UI
The combat is more or less the same as the first, the code base is so much larger though
and I look at Tallowmere 1 and even though it hasn't had any content updates in years, people still buy and play it
so for T2, plan is to add more and more -- which is what I wanted to do for T1, but I was too new to game development 😂 was not structured great internally
 
Ok, cool! Will you discontinue T1 once T2 is releaseed?
 
I'll probably continue to maintain T1 / ensure it still works on Steam and mobile
not too hard with Unity usually, often just needs a newer engine version for whatever OS-breaking changes have come about
 
Oh, ok, cool! so Unity can actually be used for the same game for a long time?
 
Yeah, long as they don't break too much between big versions
T1 has gone through Unity 4.6 > 5.x > 2019.2 now since 2015
 
8:55 PM
4.6 argh
I need to do a Cognizer Update
apparently Steam thinks there's a 32-bit component in it (probably steam), and I want it to work on Catalina
 
9:13 PM
👍 @Almo I'd probably recommend upgrading in a couple steps, from 5.x to 2019 (rather than 4.6 to 2019)
so 4 > 5 > 2019
 

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