Really warms my heart to see this community helping each other. :)
At a glance,
Endesga 32 has much bolder reds and oranges than
DawnBringer 32. I'd like to have some runs that feel more bold and contrasty and some that feel more pastel and subdued.
I haven't started this yet, so I also haven't really started reading up on different approaches... but a quick google found this fascinating article:
http://devmag.org.za/2012/07/29/how-to-choose-colours-procedurally-algorithms/
which covers a few possibilities, and in particular links to this which intrigues me:
https://martin.ankerl.com/2009/12/09/how-to-create-random-colors-programmatically/
I don't know what's possible yet, but as you say, it's a fun learning process :)
Very interesting indeed, I stand very much corrected! For the effect you wanted to achieve of having different feeling per run, you could randomly select and then fix the saturation and value for a given run, and then pick colors by generating hues using the golden ratio (then create color ramps for each color, that's the easy part).
This is pretty cool stuff, I can't wait to see what you cook up!
Good point, well made! I shouldn't use another game as an excuse for my game having flaws. I am making my own creation and need to make something I can be proud of independently, regardless of what else it takes inspiration from!
*highfive*
If you notice, the very best indie games don't just take inspiration from classic games, they go above and beyond them. Shovel Knight is, IMHO, better than the Megaman games it was inspired by. We are already standing on the shoulders of giants, we have decades of evolutive game design to pick from, and we lack the technical limitations earlier games had, except for what we impose upon ourselves stylistically. There is really no excuse for us not to try to make our games better than what came before; this is not arrogance, but humble acknowledgement that we benefit from all of the above.
It gives me anxiety, so I just give myself a to-do list and follow it most of the time. Otherwise I'll sit in indecision and not get anything done haha
That's me, yep. I have a huge to-do list (a simple .txt in the root of the project, so that it's version controlled as well), and pick items from the top / reorder according to priority from time to time. As of right now, my to-do list has *counts* 64 items.
One of the important reasons to have a list is that you don't interrupt what you're doing when you find a bug. You just add it to the top of the list and keep working on what you were doing.
Ah yes, that's true as well. I view development as a block of marble, and crafting new game content is like slowly chipping away at the rock until it's, hopefully, the Statue of David :) It brings tremendous joy.
It's funny because I've heard that metaphor so often, especially by actual sculptors, and I always thought of it as precisely that, a metaphor (and modesty on their part). By ever since getting into game dev, which at my ripe age of 40 is the closest thing to an actually creative endeavor I've ever tackled (unless you count painting robot toys / models), I've started to feel that same thing, in a much more literal way than I imagined. As if the game was already complete in some dimension only you can see, and all you're doing is bringing it here, removing the obstacles. The downside is the feeling I mentioned earlier of slight anticlimax, when you complete something and, yep, it's as you envisioned; it feels like the only change is that now other people can see it too; that it no longer lives only in your head, but exists as something tangible, which paradoxically seems like kind of a small change for all the effort you put in!
Am I crazy or does it feel like this for some of you too? :D
Edit: two interpretations of the room in DB32 and Endesga32, just for fun: