[–] 2 points 14 hours ago (1 child)

Does the in-car view share the same steering sensitivity as the chase cam? Inside the car the pillars and dash swing across the screen, so the same input tends to feel twitchier, and a lot of driving prototypes end up with a slightly softer steering curve for the cockpit camera only. Might be worth swapping views mid-corner in a playtest to see if it feels like the same car.

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  • [–] 2 points 14 hours ago (1 child)

    Linking the patch notes in the first post back is a good way to restart. Question on the rebuild loop: when a mech comes over at the enemy's level, does it keep the loadout it had in that fight, or does it arrive stripped so you still have to spend items on it? The stripped version gives each capture a cost, which might matter more once enemies start getting upgrades on higher difficulties.

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    I uploaded a build of my browser game to a game portal and the upload analysis came back with a 2 GB memory warning. The game is a life sim with a rotating globe on the title screen, so I suspected the globe canvas.

    Fix one, 11:10: moved the globe onto its own compositing layer. Fix two, 11:21: switched it to a software canvas. Fix three, 11:53: pulled the logo out of normal flow with position: absolute, so nothing overlapped the globe anymore. That one worked. Forty-three minutes, three pull requests.

    The first two were guesses, because I kept shipping the next change before the analyzer had finished judging the previous one. The thing I should have done at 11:10 was wait for the result and then change one thing.

    If you've fought a portal's automatic checks, did yours ever blame the heavy thing when the cause was something sitting on top of it? The game is free in the browser: https://dumbgamelab.itch.io/one-life

    [–] 2 points 2 days ago

    On the logger: one thing that paid off for us is keeping the last ~200 lines in a ring buffer in memory and attaching them automatically to any bug report or crash, along with a small dump of game state. Most player bug reports are one sentence, and those 200 lines are usually where the actual answer is.

    On the license: AGPL is a fair choice for your own game, but for a template it'll scare off a lot of people, since anything built from it inherits AGPL. If you want others to start projects from it, MIT/Apache for the template (or dual licensing) is more common in the Godot world.

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  • [–] 4 points 2 days ago (1 child)

    For the AI profiles, a small set of numbers per driver goes a long way: reaction delay, following distance, how often they change lanes, and how late they brake. Mixing 3 or 4 profiles in the same traffic already reads as "people" rather than "cars on rails".

    The thing to watch is fair vs unfair unpredictability. If a car swerves into you with no warning it feels like the game cheated. If it signals or drifts toward the line half a second first, the same move feels like a near miss you dodged. Telegraphing is what makes weaving through traffic a skill instead of luck.

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