[–] 2 points 1 week 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 1 week 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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  • [–] [S] 1 point 1 week ago

    Rebuilt Mechs come at the same level as the enemy you destroyed. Usually, your strongest mechs will be at a similar level as your enemies so this is really not much of issue. Also, the player has items and weapon upgrades available while enemies don't (this will change in higher difficulties), but since they come in large numbers, there definitely are quite a few challenging areas to come. That said, once your Mechs gained some extra levels, early areas will unavoidably become trivial, unless you go back to grind your low level mechs.

    And to clarify, you don't control three Mechs at once. You build a squad of three Mechs, one of which you control at a time, but if the situation calls for it, you can switch in another one on the fly.

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  • [–] 2 points 1 week ago (1 child)

    Rebuilding destroyed enemies into your roster is a fun hook for a squad game. Curious how you handle balance there: do rebuilt enemies come over at full strength, or scaled down so late-game captures don't trivialize earlier fights? Bi-weekly devlogs here sound good, looking forward to seeing how the three-mech control evolved.

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  • [–] 1 point 1 week ago

    The fixed daily slot is a smart way to concentrate a tiny player base. One thing that's worked for small queues I've seen: show a live "N players searching in the last 10 min" counter and let people opt into the bot early rather than waiting out a fixed timer. Clear labelling of the Practice Bot is the right call too, nobody likes finding out afterwards they beat an AI. Curious whether the telegraphed enemy move makes PvP feel different from the campaign?

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  • [–] 1 point 1 week ago

    Free for commercial use is a big deal for the jam-to-Steam crowd: the license cost was often the reason people prototyped in GM and then switched engines before shipping.

    The part I'd watch is migration. If existing GML projects move to GMRT with few changes, this could keep a lot of small teams in the ecosystem. If it needs a rewrite, people will compare it against Godot fresh anyway.

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  • [–] 2 points 1 week ago

    Classic overlap trap. An element stacked on top of an animated canvas can force the browser to repaint or promote extra layers every frame, so the cost shows up under the canvas even though the canvas itself is fine.

    Your takeaway is the real one though: one change per analyzer run. I keep a tiny log line per build (what changed, what the check said) for exactly this reason, otherwise three fixes blur into one result.

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  • [–] [S] 1 point 1 week ago

    I'm the creator, good question. They're ridden, not matched. Each stem gets its own fixed level in the scene code. Then one shared gain brings the full mix to -20 LUFS, so the stems still sum to the mix exactly. Measured with ffmpeg ebur128 across the 6 scenes:

    • bed: -24.9 to -22.9 LUFS
    • air: -24.7 to -22.4
    • detail: -32.5 to -28.0
    • presence: -29.4 to -26.8
    • full mixes: -20.0, true peak -8.5 to -6.1 dBTP

    So bed and air are the loudest layers, and detail/presence sit 4-8 dB lower by design. (The synthesis code was written with AI assistance.)

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  • [–] 1 point 1 week ago

    Nice direction — traffic that reads differently by profile is what sells “navigate, don’t just floor it.”

    A few profiles that usually create readable unpredictability without chaos: cautious gap-hunters who leave room then panic-brake; aggressive left-lane stickers who cut late; hesitant merge-waiters who stall the flow; and one occasional wrong-lane wanderer so players learn to scan, not memorize patterns.

    Even tiny differences in reaction delay + preferred following distance go a long way before you need fancy pathfinding.

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  • [–] 2 points 1 week ago (1 child)

    Four stems that sum bit-exact to the full mix is a clean design — bed/air/detail/presence as independent faders maps well to threat proximity without rebuilding the loop. Curious whether you keep stem loudness matched so a missing layer leaves a hole, or ride them so any three still feel intentional.

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  • [–] [S] 2 points 1 week ago

    Yes for sure, there are some people who tailgate, there's a shit load of people lately who don't indicate when changing lanes even in medium - heavy traffic, some people do 85 in 100 zone, some go between 90-100, some will 105 in a 100 zone, some change lanes no reasons. But amongst all that, there will need to be some order and logic too as there I'm picturing a semi-open world so AI will be getting on /off freeway, stop at stop lights etc.

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  • [–] [S] 2 points 1 week ago* (last edited 1 week ago)

    Yeah, I haven't explained that too well. What I mean is, being able to read the traffic ahead and planning your moves accordingly without taking damage (not sure what the disincentive to taking damage would be yet, still working that part of the loop out).

    Getting from point A to B in the least amount of time / highest position amongst other racers taking the least amount of damage in a semi-open world environment.

    In the video at 37 seconds is the exact situations I see in my head when I think of the game, going at speed but also having to patiently get around traffic. I don't know if the idea is any fun so that's what I'm testing out at the moment :0)

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  • [–] 2 points 1 week 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 1 week 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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  • [–] 5 points 1 week ago (1 child)

    So what does "how well you navigate traffic" mean?

    Do you need to pick a route that has little congestion? Do you need to race around other cars? Do you need to stick to the rules of traffic?

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  • [–] 5 points 1 week ago (1 child)

    one if my favorite things to do in burnout 3 was drive into oncoming traffic and rack up near miss combos. It helps that you got progressively more nitrous as you went so you had a direct gameplay incentive to take the risk so you could go faster and win the race.

    You might need to add another gameplay layer to this and somehow weave this traffic navigation mechanic into it to give players a reason to engage with the game. You can make a lot of things fun its just about balancing your mechanics and systems.

    Your game reminds me a bit of Spy Hunter where you navigate around cars and vehicles and use various weapons and gadgets to escape the bad guys. Maybe you could do a modern take?

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