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Golel, a Dungeon Crawler RPG.

PompiPompi

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Ok, size was way too big than needed. Next update will be much smaller.
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
Things I learned ITT: VR blobbers feel bad, man.
VR hack'n'slash games might actually be pretty cool.
The motion sickness? It might be due to head bobbing, I want to improve motion causing issues.

No, not exactly. I'm not a VR gamer, but when I saw Golel in VR on DU's video, it made me even less interested in VR in general, whereas the other game he played looked pretty cool.

To be clear though, I'm not actually shitting on your efforts, more just noting that what may actually be a serviceable or even very good blobber in a conventional PC set up seems to be hurt by a VR presentation (at the moment). I'm not sure whether that's something that can be addressed, but at the same time, I'm not the VR target audience since I've never even tried it, much less purchased any hardware for it.
 

PompiPompi

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Things I learned ITT: VR blobbers feel bad, man.
VR hack'n'slash games might actually be pretty cool.
The motion sickness? It might be due to head bobbing, I want to improve motion causing issues.

No, not exactly. I'm not a VR gamer, but when I saw Golel in VR on DU's video, it made me even less interested in VR in general, whereas the other game he played looked pretty cool.

To be clear though, I'm not actually shitting on your efforts, more just noting that what may actually be a serviceable or even very good blobber in a conventional PC set up seems to be hurt by a VR presentation (at the moment). I'm not sure whether that's something that can be addressed, but at the same time, I'm not the VR target audience since I've never even tried it, much less purchased any hardware for it.
VR looks worse in monitor than the headset.
Because you see a much smaller of the FOV of the VR headset.
It is also annoying to watch VR in monitor, because when you move the head inside VR it doesn't bother you, but in monitor it's super annoying to watch.

There are "two elements" of VR.
The headset, which is tracked and give you "Eyes into a different world".
And the controllers, which track your hand motions, in addition to having a few buttons.
My game makes no real use of the motion controllers, it's more like a pointer to simulate a mouse.

There are action games with no motion controllers, for instance you can play racing games with a gamepad and a VR headset.

The VR for the blobber, just gives you a more immerssive experience. Everything looks more beautiful inside VR, even a single Cube.
You wouldn't understand without trying it.

But yea... turn based, click based game in VR, just make use of the headset, and no real use of the motion controllers.
 

mediocrepoet

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But yea... turn based, click based game in VR, just make use of the headset, and no real use of the motion controllers.

This is essentially what I was getting at, and I believe is roughly one of DU's comments in the video. It basically doesn't play to the format's strengths and seems to offer a worse presentation of the game's qualities, though that may be exacerbated by the VR portrayed on monitor effect you mention.
 

Darkwind

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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
It's just fun to see a huge ogre in VR, than in a monitor.

Agreed, you simply cannot get that sense of scale on a pancake screen and no amount of videos do it justice. I remember running HalfLife-Alyx through a wired VR headset to a powerful graphics card for the first time and just being blown away. I was thinking "this was what we were promised in the 80s and 90s finally". It is mind blowing the first time. Watching those tripod striders from Half-Life walking around that are the size of buildings you are in awe of the perspective.

I also think a blobber could possibly work in this format as well as you'd still get that nice depth perception / scale but without the frantic pace of real time games. Keep doing your thing man, I don't like blobbers but would actually consider one in VR for that reason alone the immersion / presence effect.
 

PompiPompi

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It's just fun to see a huge ogre in VR, than in a monitor.

Agreed, you simply cannot get that sense of scale on a pancake screen and no amount of videos do it justice. I remember running HalfLife-Alyx through a wired VR headset to a powerful graphics card for the first time and just being blown away. I was thinking "this was what we were promised in the 80s and 90s finally". It is mind blowing the first time. Watching those tripod striders from Half-Life walking around that are the size of buildings you are in awe of the perspective.

I also think a blobber could possibly work in this format as well as you'd still get that nice depth perception / scale but without the frantic pace of real time games. Keep doing your thing man, I don't like blobbers but would actually consider one in VR for that reason alone the immersion / presence effect.
My game is actually not a blobber heh.
It's more like a traditional rogue from first person without procedural generation.
In blobber it's "semi turn based", in traditional rogue, whenever your character take a turn or move, all the enemies make an action at the same time. If you do not take an action, the enemies won't move on their own(unlike in a blobber).
 

Habichtswalder

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Game itself looks very solid and the style is coherent. You might want to change the AI-portraits though. I'm not one of the AI-haters but the portraits you use just scream "generic AI output". People will get butthurt over it.
Try to prompt a style that's not heavily overused and more "unique" to your game.

Good luck for further development.
 

PompiPompi

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Golel Demo is now translated to Japanese

1731676875795.png


 

PompiPompi

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Wow you paid a translator to localize all the text?
I used ChatGPT, Google Translate, and asked for a little advice from a few Japanese natives.

ChatGPT let's you not only "find a translation", but you can also ask for the meaning of the word. You can also ask it for words that make sense in the context of an RPG game.
For instance
"Constitution" can be translated like it was a law document.

The most "problematic" part with Japanese, was the fact that they have a different order when refering to nubmers.
This is a problem when you need to take the number from a variable, and it's not part of a premade text.
But it was only used in a few sentences.

For instance, instead of saying:

This basket has 3 Apples.

In Japanese it might be like:

3 Apples are in this basket.

Something like that...


The AI translation is pretty ok.

It's not amazing, but it's ok.

It's also hard to find a translator that knows both English, Japanese, and understand video games.
 

PompiPompi

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And now... after creating the Json with all the terms.
I can actually "dump it" to the AI, and it can translate it to multiple languages.
There might be a few small issues, but still.
 

PompiPompi

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Japanese actually has different numbers system depending on what type of object you are counting.
Yea, that's possible. I used the order it gave me though.
It's easier though to let a Japanese native to look over it, and find issues, then have the entire translation made from scratch.
 

pOcHa

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Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag.
Game itself looks very solid and the style is coherent. You might want to change the AI-portraits though. I'm not one of the AI-haters but the portraits you use just scream "generic AI output". People will get butthurt over it.
Try to prompt a style that's not heavily overused and more "unique" to your game.

Good luck for further development.
why not use semitic faces (not trolling)
 

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