Meowxist [comrade/them]

  • 2 Posts
  • 11 Comments
Joined 9 months ago
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Cake day: November 20th, 2023

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  • Hi thanks for the concrete feedback on the daily report, that would be easy enough to implement!

    Hehe another thing we may need to change is the font I think tecnically the name is "Hoppy" but I love Happy as Marx's kid :D I was dumb enough to gulag Marx one playthrough and it was a cursed playthrough the rest of the way through!! I should have known better. Never again!

    Morale was supposed to have some more subtle effects but we had to do some re balancing and couldn't implement it in time. Right now you need to keep morale at least out of the red or you get an instant game over when the rabbits revolt. Morale and housing can tank if you don't keep on top of defenses when your housing is destroyed after an attack. We were going to put a mechanic where lower numbers effect how much the workers output is but we ran out of time for the jam.

    We're going to do some rebalancing and maybe add more of a story mode as well like small interactions between the leaders at the locations and random events.




  • Hi there! You are right we didn't do a great job at explaining the game mechanics as we were rushed for time!!

    Putting workers and leaders on the Barracks is very important because if the walls are breached, the honey badgers will start destroying food and housing which will tank morale. You want to make sure you have well fortified walls and pay attention to the messages on end turn about how many troops may be coming. Remember to put high bravery (yellow stat on rabbits) leaders at the Bararcks to boost defense output and don't let the defensive perimeter number at the top go into the red because then honey badgers will be breaching walls. Also leaders with low bravery may be making things worse for you at the barracks so gulag or place them elsewhere. Good luck!



  • Hi there! Haha yeah we were really pushed for time and thus the tutorial/help wasn't as fleshed out as it could be.

    When you drag the leaders to different locations they affect the output of the workers at that location based on the leader's stats. For example Intelligence (blue number) is what effects output at the tunnels. You should be able to see by dragging a high intelligence leader to the tunnels, the output of housing increases under the leadership of such a smart bunny!

    One thing people were missing as well is that you can have more than one leader per location (someone we knew won by just placing all 4 apart) and the leaders breed to create a new leader with characteristics of the parents. This can also tank stats, because the bonus is random, and these guys with poor stats need to be gulaged. But if you place leaders strategically you can get a new generation of leaders with much better stats.

    Haha who is Rabbit Gunther? I did a double take for a second because I was going to put in an Easter Egg rabbit with one ear called Gunther but I didn't think I implemented the code and I don't think it's what you're referring to. When I was a kid my dad told me the Easter Bunny had a brother called "Gunther" who only had one ear because they turned his other ear into a Hershey's kiss, and that's why they are shaped like that... Edit: LOL I totally did leave the name in the code but without the special one eared image!! Who is the Gunther in the emoji?


  • Thank you very much! The music was really catchy and we found ourselves humming it all the time :)

    Sure happy to help! The website with the russian folk music and other midis is here: https://telkov-mv.narod.ru/midi_english.html

    I then used this tool called GXSCC (https://meme.institute/gxscc/) to convert the midi to a chiptune wav and then used Audacity to export again as ogg for Godot.

    I was very worried about music but this youtube video popped up about GXSCC and it worked perfectly (https://www.youtube.com/watch?v=dh65UL5EQF8 , although usage is quite simple). MIDIs are relatively easy to get, I felt a bit of concern I don't know who to credit for this but these midis are of folk music, on an ancient website, and we are not selling the game.

    As a side node, YouTube actually has this tune copyrighted by someone but as it's a folk song, the owner allows use we didn't get a strike...even though it's a midi that was turned into a chiptune didn't exist before we did the game! Was really surprised how aggressive the music detection is!

    Hope this helps you with your game :3


  • Meowxist [comrade/them]togamedevFree GameDev Resources
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    edit-2
    9 months ago

    I'm not thrilled Aseprite isn't FOSS but if anyone still wants to use it, I was able to compile it myself using this docker container for Linux: https://github.com/nilsve/docker-aseprite-linux . There are similar tools for other OSes.

    I wasn't aware of Libresprite so thanks for that, but I don't think it works with the PixelLab plugin I use.

    I used this website, JSFXR, to make 8 bit sound effects: https://sfxr.me/ And GXSCC to convert MIDIs to chiptunes: https://meme.institute/gxscc/ not fully free/FOSS but OK for my purposes. GXSCC works well under WINE on Linux.