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- Wobbledogs - TIGSource
I think the similarities with The Sims' UI could actually play in your favour, because Wobbledogs looks like the kind of game that can also appeal non-gamers And The Sims is, by definition, the game even my mother tried to play once So by looking similar it could actually feel less "menacing" and complicated, and help you reach a bigger audience
- Wobbledogs - TIGSource
Topic: Wobbledogs (Read 281320 times) Artifice Machine Guest Re: Wobbledogs
- Wobbledogs - TIGSource
Re: Wobbledogs « Reply #713 on: October 08, 2020, 08:05:59 PM » Off the top of my head (and with 0 knowledge of what those screenspace issues are) two things come to mind
- Wobbledogs - TIGSource
Thank you so much everyone! Really glad people are liking these guys One of the big reasons I'm excited about this project is that these dogs are the main focus of it and I don't have to feel guilty devoting all my time to fine-tuning them and really making them shine
- Wobbledogs - forums. tigsource. com
Re: Wobbledogs « Reply #638 on: July 20, 2018, 12:54:06 PM » From an outside perspective, it really feels like it's starting to come together lately -- excited to see how the systems end up working with each other!
- Wobbledogs - TIGSource
Breeding in one direction might get you where you wanted the dogs to be, but along that line of breeding all sorts of unexpected traits may reveal themselves, and you can't go and undo that terribly easily, if you have a limited stock of Wobbledogs Perhaps keeping multiple 'batches' would be a 'safe' way of doing that?
- Wobbledogs - TIGSource
Re: Wobbledogs « Reply #731 on: February 15, 2021, 07:43:04 AM » aw man stoked to try this out on early access! great job man this game looks awesome i also saw @beefstrong is helping with art, i love their stuff
- Wobbledogs - forums. tigsource. com
Different tree types are defined by different spacing and growth rules and different sets of modular tree parts (I only have 1 for testing right now but the system supports whatever I want)
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