Looking for inspiration

Anyone here with Photoshop experience?

I wanted to actually buy this - as it's my preferred app for creating art, but I can't seem to find a one-time purchase.

Someone please tell me it's not exclusively a monthly/yearly thing now?
 
I am afraid it is now since 2014 or 2013 it is software as a service only ..
 
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You might be better off. A copy of Photoshop used to go for several hundred dollars. Over the course your project, you might save money. Not that I'm very fond of the software as service model.
 
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No, that's long over. There's no competition. You're without a doubt inferior in every respect. I thought this had been well established.

You don't think you win arguments by ignoring the questions you can't answer, do you? I see most what you say as deflection, misdirection and forfeiture by default.

All you'll do is say everything is subjective and give your static opinion.

So, what was it you realised you were doing wrong in online conversations which you returned to try out? You never said.
 
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Checkout Krita. As far as I understood it, it really came a long way and can be used in a professional environment.
https://krita.org/en/

You also have gimp as a free photoshop alternative of course, but I agree that (some years ago) it was not there yet.
 
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Checkout Krita. As far as I understood it, it really came a long way and can be used in a professional environment.
https://krita.org/en/

You also have gimp as a free photoshop alternative of course, but I agree that (some years ago) it was not there yet.

Cool! Hadn’t heard of that one. Agree about GIMP. Never liked it.
 
Hey DA,

Just saw this article. You may find it interesting. Its about indie devs in the UK but some may apply to you...

BBC News: How to make a video game: Developers say 'anyone can do it'.
https://www.bbc.co.uk/news/newsbeat-44937442

Sent from my SM-A520F using Tapatalk
 
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Checkout Krita. As far as I understood it, it really came a long way and can be used in a professional environment.
https://krita.org/en/

You also have gimp as a free photoshop alternative of course, but I agree that (some years ago) it was not there yet.

GIMP has improved, but it's still not there yet. I haven't tried the new 2.10 version yet, but that was a long awaited update which brought some interesting new features.

Krita, as I understand it, is more for digital painting than for general image manipulation and retouching, but I don't have much experience with it to tell you for sure. If that's exactly what you need, I've read many great things about it.

If you're looking for a program that has similar features to Photoshop, you can check out Affinity Photo. It's a one time purchase and only $50. I've tried it, and in my opinion it sits somewhere between GIMP and Photoshop.
 
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Started doing a deeper dive into adapting and expanding my system for my game. I'm mostly happy with the overall paradigm and design of it, but I've never actually bothered filling out much of the content that's required.

For instance, I need somewhere between 200 and 300 active abilities to satisfy my requirements - and though there (thankfully) won't be much in the way of animation or art for those abilities - it's going to take a while to come up with the particulars.

But I'm determined to create as much as possible - instead of constantly iterating and changing my code for the character generator and later the actual combat system. I need to be smart about this, this time.

Also, I fucking hate OneDrive - which is the only cloud service that's really available to me when I'm on the job. The ONLY job it has is to sync a few of my files, and it can't even manage that half the time. Damn.

I've watched a bunch of indie solo developer videos - and read some articles - and the general perception seems to be that it's extremely hard to do at best - and impossible at worst.

Well, fuck that. I'm trying this. My primary objective is to make something I'm reasonably happy with - so I can tell myself that all my dreams and ideas about games weren't entirely wasted.

If I can make real money eventually - by some miracle - then that's obviously much, much better - as that would mean I can keep doing it.

Clearly, this is going to be very hard work - and so be it.
 
Hmmm, to me 200-300 active abilities just seems like too much in number.
Even well-established systems like D&D don't offer so many in computer games most of the time from what I have seen. From my perspective it is much better to work through with fewer abilities that feel unique and impactful than having 300 of which 285 will either never be used, or only used once to test them out.

If you're talking about a card game then I understand you would want more than 15 abilities, that's sure, but I think you may want to start smaller than 200 anyway.

My thoughts on this is that the higher number does not always generate a better gameplay still. I would suggest this off the top of my head. Take a real deck of cards (52 cards) and try assigning abilities to each of those. That's already quite difficult in my opinion, but would show you whether you need 50 or over 200 quite quickly as you would then also determine the time it takes per 'deck'.

Finally, balancing over 200+ cards would be a very difficult thing to do.

For reference (regarding Slay the Spire:
Upon its early access initial release in November 2017, the game featured two playable characters with plans for at least a third to be added during the early access period. Giovannetti said that while they could add more cards for a character's card pool, they found having about 75 different cards available was the right balance to give some potential strategy to the player; having too many card types would make deck construction during runs much more haphazard, an issue that Netrunner had faced.[5]
https://en.wikipedia.org/wiki/Slay_the_Spire
 
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Hmmm, to me 200-300 active abilities just seems like too much in number.
Even well-established systems like D&D don't offer so many in computer games most of the time from what I have seen. From my perspective it is much better to work through with fewer abilities that feel unique and impactful than having 300 of which 285 will either never be used, or only used once to test them out.

If you're talking about a card game then I understand you would want more than 15 abilities, that's sure, but I think you may want to start smaller than 200 anyway.

My thoughts on this is that the higher number does not always generate a better gameplay still. I would suggest this off the top of my head. Take a real deck of cards (52 cards) and try assigning abilities to each of those. That's already quite difficult in my opinion, but would show you whether you need 50 or over 200 quite quickly as you would then also determine the time it takes per 'deck'.

Finally, balancing over 200+ cards would be a very difficult thing to do.

For reference (regarding Slay the Spire:

https://en.wikipedia.org/wiki/Slay_the_Spire

Don't think of Feats as Feats in D&D :)

My Feats are really just "active abilities" of all kinds. This includes spells (though, in my system, they're telepathic powers).

D&D has hundreds of spells, for instance.

This will become clear once I finalize my system and the first iteration of my character generator. I'll send a copy to anyone who's interested - but it will be a while before it's ready.

For my system to make sense and be properly diverse, it really needs a large number of active abilities. 200 would be the absolute minimum.

It's one of the most important aspects of satisfying progression and interesting combat and non-combat gameplay - in my opinion.

Having a reasonable pool of active abilities for each skill subcategory is integral to my Crux system. For instance, if you focus on Ranged Combat and specialise in "Handguns" - and you go for "multi-targeting" (which is going to be part of the handgun specializations) - then you need more than 1 or 2 active abilities to support that. Essentially, each weapon specialization (I call these Foci in my system) needs a small handful of active abilities to support the intended build and gameplay. Each of them will have around 5 abilities, which isn't THAT much when you think about it.

It's no small task, to be sure - but the difficulty isn't really going to be the actual amount - it's going to be coding the necessary systems to support the kind of effects I need in feats. As in, I don't want active abilities to resemble each other much at all - so they need to feel as distinct as possible.

Thankfully, by going the "card visuals route" - a HUGE part of the workload connected with traditional active abilities is removed. Because I don't need custom art or animations - beyond a few basic things, that have yet to be determined.

For instance, weapon feats (like, say, Sniper rifle feats) will all have the same "target line animation" when you trigger the ability and pick your target(s).

So, it's not as much work as it might seem.

I have a large variety of mechanics in place to be affected by feats - and the challenge is really to get those mechanics working in tandem with the combat system.

From that point on, it won't really matter if I have 50 feats or a 1000 feats - because all feats will deal with the same mechanics.

Well, it takes a LOT of work to come up with a few hundred interesting and distinct powers - but it's the sort of thing I actually CAN do.

Also, I should probably add that I'm not designing a system that's supposed to be "balanced" in the modern sense of the word.

This is a singleplayer/cooperative game - and while I will do my best to have all traits, specializations, feats, skills and stats be reasonably attractive, I have no illusions that people won't find a ton of exploits.

That's part of the fun of games, in my opinion. I'm essentially a huge fan of diversity and creative combinations of powers and skills.

So, a lack of balance is intentional - even if I don't want it to be downright broken.

But such a thing can't really be avoided once you enter the realm of sufficient complexity.

My "solution" to balance problems is to have a system that's rich and complex enough so that there's always going to be more ways to min-max and there's never going to be "one thing" that's better than everything else.
 
So, I thought a little more about what you said @Pladio;.

While I don't agree that hundreds of feats would be too many - or necessarily redundant, it's certainly a lot of work.

I've also had to make some more adjustments to my skill/foci/feat systems - and now I'm trying to settle for 5 feats for each subcategory. That should be no more than ~130 feats or so.

I've already done quite a few - but only on a superficial level. I still need more established mechanics before I can finalise any of them.

But, thank you for your input :)
 
So, I thought a little more about what you said @Pladio;.

While I don't agree that hundreds of feats would be too many - or necessarily redundant, it's certainly a lot of work.

I've also had to make some more adjustments to my skill/foci/feat systems - and now I'm trying to settle for 5 feats for each subcategory. That should be no more than ~130 feats or so.

I've already done quite a few - but only on a superficial level. I still need more established mechanics before I can finalise any of them.

But, thank you for your input :)
No worries. I think you should stay true to your vision and I have never done something like this myself, so obviously it's up to you.

Keep the updates coming.

Even if you dismiss everything I say I'd still be interested...

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What about making a time schedule for the coming year. Allocate a fixed amount of time for design, art, programming, etc. And move on to the next step whether you are satisfied with what you have or not. Of course you can revisit when you have the first alpha.

I'm a huge fan of a top down approach for almost everything. First make the complete skeleton, then fill in the details.
 
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No worries. I think you should stay true to your vision and I have never done something like this myself, so obviously it's up to you.

Keep the updates coming.

Even if you dismiss everything I say I'd still be interested…

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Hehe, well my "visions" for games tend to sound like Star Citizen - and I would need 500+ people saying "Yes Mr. Darth" all day long, while they were doing all the hard work I told them to do ;)

I have a couple of games that I've dreamed up over the years - but which no one would ever let me spend so many resources on. One of them is what I would consider the "ultimate" evolution of System Shock.

As for this game, I'm just trying to find a balance between what's going to be a very limited indie game, subject to my many limitations as a solo developer - and yet still be something that I can be "ok" with in terms of the game design and the mechanics.

But thanks! :)
 
What about making a time schedule for the coming year. Allocate a fixed amount of time for design, art, programming, etc. And move on to the next step whether you are satisfied with what you have or not. Of course you can revisit when you have the first alpha.

I'm a huge fan of a top down approach for almost everything. First make the complete skeleton, then fill in the details.

I will try to put things on a more strict schedule, once I have more time available. I'm going to start by "forcing" myself to work x amount of hours every day - and a schedule will follow, once things are a little clearer, I suspect.

That said, I had a conversation with my boss yesterday - which is a new boss that I got ~3 months ago.

I never bullshit or put on a facade, so I was pretty open about wanting to do this project in some way - and he was surprisingly accomodating. Apparently, he likes me and my performance - and it seems he's willing to make a few compromises in terms of giving me a day or two a week where I work from home, and things like that.

I also explained to him that I would need a raise if he wanted (even) better performance, because I don't agree with the general perception around here that such things always go just one way.

He was open to that as well :)

So…. it's tough. But I really don't see myself making a full game if I have to concentrate on a job.
 
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