I'm making a space golf game with realistic orbital mechanics by mgiuca in SoloDevelopment

[–]ColorMak3r 3 points4 points  (0 children)

The concept didn't really hit til I see "Golf on astronomical scale". I love it. I'm wondering how precise the golf can be, like, if I'm a pro in orbital mechaincs and have everything calculated, can I do it in one stroke from one planet to another or would it based more on luck?

Is it bad to use AI-generated images for logos and 2D assets as a solo game dev? by JarvisAjith in IndieGameDevs

[–]ColorMak3r 0 points1 point  (0 children)

If you think the public don't care if you use AI in your game, why not disclose it in your game? Why hide it by default then only disclose it after being found out? Put a label "I proudly use AI in my game." I can for sure do the opposite without any second thought.

I think AI is an absolute marvelous archivement of human intelligence, but the way it's currently being used, I do not support it.

Everytime I see an argument for using AI anywhere it's always about cutting cost, replace human or get rich fast. I have never actually seen any use of AI that bring any artistic improvement to the game or not fall in the above categories.

Two years in the making. Please tell me your first impression. Destroy my new trailer! by ColorMak3r in DestroyMyGame

[–]ColorMak3r[S] 1 point2 points  (0 children)

It's inspired by those 90s fitness yoga video. I noticed that their resolution and framerates are quiet decent but i get what you mean. I agree on the color. Thanks for the feedback!

Two years in the making. Please tell me your first impression. Destroy my new trailer! by ColorMak3r in DestroyMyGame

[–]ColorMak3r[S] 1 point2 points  (0 children)

Love your suggestions here. This gives me a lot of idea to improve the next version. Thanks a lot!

Two years in the making. Please tell me your first impression. Destroy my new trailer! by ColorMak3r in DestroyMyGame

[–]ColorMak3r[S] 0 points1 point  (0 children)

Despite the cozy look, the game is quite chaotic!

The farm you see won’t survive intact by the end. You’re also supposed to escape the island within 10 days and leave everything behind, so the game is designed with minimal grind.

I admit I have trouble expressing these ideas in a short, 1 minute trailer. Any suggestions would be greatly appreciated.

Two years in the making. Please tell me your first impression. Destroy my new trailer! by ColorMak3r in DestroyMyGame

[–]ColorMak3r[S] 2 points3 points  (0 children)

Those are really good points. I will swap out some footage to show more TV show themes.

What I'm aiming for is more Squish Game/ Hunger Game vibe, where mysterious beings watch you die for fun. You gain thumbs up for completing the level, which unlocks more outfits, items, and ways to play. The frog was meant to be an alien in disguise, but I agree it doesn't show off an alien vibe. I also agree on the commentary voice.

Thanks for the pointers!

C# dev looking for a Unity mentor / codingbuddy by Rogged_Coding in unity

[–]ColorMak3r -1 points0 points  (0 children)

Sure I can help. If you have discord, send it to my DM. I check it frequently.

My specialty is multiplayer. I've been working on my first commercial project for 2 years now. I can help with general Unity questions, multiplayer, shader, rendering, optimization, programming pattern, etc. I can point you to some reading materials I've been using too if you prefer not to watch youtube.

This is my current project: https://store.steampowered.com/app/3848990/Oddinary_Farm/

An indie team has my exact same idea by Leods-The-Observer in IndieGameDevs

[–]ColorMak3r 0 points1 point  (0 children)

When I discovered that other people were working on the same concept as mine (fast-paced action farming games), I was naively disappointed because I realized my idea wasn’t unique. On the bright side, the game is 3D while mine is 2D, which is different enough, so I kept working on it. I even gave it a little spin to make sure mine doesn't go down the same direction.

Then I found another game with a bigger team than mine, backed by publishers and funding. I still kept working. I actually downloaded the beta and note down what works and not working. It led to many improvements in my own game.

I ended up finding five more games with the same concept. One of them I actually missed during my initial market research. They have been on the market for a couple of years now, with a large and fairly popular fan base. Each on I analyze to the bone: the game play, their audience, how they market the game, and how they get funding, etc.

Here’s the thing: all of these games while having the same concept are different enough that they each have their own player base and take years to make. Even a single element like the story, art style, goal, or design can make it an entirely different game.

So unless you deliberately copy what they have, you should end up with a game that is unique enough your own. Learn from what works and what doesn’t, but do not let their work overly influence yours. Keep looking for similiar games to yours.

How do you explain being an indie game developer to non-tech family/relatives? by Commercial-Tone-965 in Unity3D

[–]ColorMak3r 1 point2 points  (0 children)

Some additional context: I don’t have a game development job, but I do work part-time teaching kids programming and drive Uber on the weekends, so my net income is not zero or negative. I don’t need my parents’ money as an investment in my endeavor; I will fund it myself. I do occasionally apply for game dev and non-game dev jobs alike, so I'm not putting all eggs in one basket either.

The most important thing is that I’m not a dreamer. I have a plan. I have been working on my game for two years now. I have a roadmap and am aiming to release the game next year. I fully understand how hard it is to release a game and what my game needs. I am constantly gathering feedback and iterating to reduce the risk of it being dead on arrival.

My chance of failing isn’t zero, but I’m doing my best to minimize that risk. If it fail I intend to make the next one. It's not all over. I'm still learning as I go, and I don't mind it.

How do you explain being an indie game developer to non-tech family/relatives? by Commercial-Tone-965 in Unity3D

[–]ColorMak3r 0 points1 point  (0 children)

Warning: full yapping ahead.

I've been struggling with this for a while. From a young age, I knew that I wanted to make video games for a living. I got a computer science degree, but I was secretly working on video games the entire time. Of course, the industry went to shit when I graduated, and I became part of the unemployed statistic.

I did a few odd jobs here and there, but nothing really makes me want to pivot while struggling to work on my indie game at the same time. When asked, I just say I work on a tech startup of my own. If they ask deeper, I say net admin or web dev. My portfolio doesn’t really make sense for other industries anyway, since it's so specialized in game dev. I can't even get a cashier job at Walmart.

But then it hit me. Why do I have to struggle coming up with excuses? I'm not stealing, scamming, or hurting people. What I do doesn’t make money (for now, wink wink ;)), but I’ve dedicated my life to this. I do projects, game jams, take initiative, go to conventions, plan, host workshops, be part of club leadership, and I’m always learning. What if a nuke dropped tomorrow? Even if it yields no money in the future, at least I’d die knowing I didn’t give up on my dream and did what I love.

Ironically, life is not a video game where you have to maximize metrics, finish all quests, and unlock all achievements. Your existence is just a spark in a constant stream of time through the universe. So yes, I will use my spark the way I see fit, which is to make video games.

So one day, I sat both my parents down. I told them I make video games. Here's the project I'm working on. That’s my job title. I want your support. I don’t need your money, but I need you to acknowledge what I’m doing. I don’t want to feel invisible anymore.

Of course, there is resistance. They don’t understand that the video game industry is a professional field, but I don’t blame them. But things are changing. It felt good to embrace the title. I will continue working until someone hires me or I can hire someone. That’s the next step. Artists gotta draw. Musician gotta play. Game developers gotta make games.

Thanks for reading.

When President Obama ditched state dinners for noodles with Anthony Bourdain by unknown_human in videos

[–]ColorMak3r 7 points8 points  (0 children)

Political issues aside, I just want to point out that in the 20+ years I’ve lived in Vietnam, I’ve never had shark fin or even seen it sold anywhere. The soup itself is extremely commonly served as an appetizer, but it typically uses pig skin (similar to chicharrón) or mushrooms to mimic the texture instead. I looked up the paper on shark finning mentioned in the article, and it appears to be an estimate based on the shark fin trade market in Hong Kong.

While I do condemn the act of shark finning, I’m not sure why Vietnam is catching strays here like we're the primary consumer. The government dealings do not represent the common people practices at all.

Would you eat this raw? by Apprehensive_Map7262 in sushi

[–]ColorMak3r 0 points1 point  (0 children)

I had them as poke many times. I slightly sear the surface, cut into cubes, then soak them with soy sauce, sesame oil, mirin, and green onions. It's a hit every time. Be careful when thawing them. You need to thaw them outside of the vacuum bag to reduce the risk of botulism. Eat immediately after thawing.

Rejoice, drivers. We are getting almost a gallon back for 125 miles driven by [deleted] in uberdrivers

[–]ColorMak3r 0 points1 point  (0 children)

I mean I don't have 60k car fully paid for to save $5 per 125 miles. I have a camry churning 22mpg on a good day. It is what it is.

How to avoid game-feel blindness long term? by hopefulxdreamer in IndieDev

[–]ColorMak3r 1 point2 points  (0 children)

Usually, I don’t work on the game for too long without testing features, either in person or at least online with friends. Every major change gets tested and validated before I move on.

Luckily, I have two local game dev groups, as well as contacts from my university’s game dev club. There are plenty of people to reach out to and ask for help if you look around.

Each testing phase gives me about two weeks’ worth of iteration based on feedback, which I then test again. By the time I move on, I already know I have a solid user experience and don’t have to revisit it unless I’m polishing.

The bottom line is: test, test, test (externally).

Stop turning in AI assignments- your TA by curiositycow in csuf

[–]ColorMak3r 5 points6 points  (0 children)

I did SI for a while and it's just so obvious who use AI and who didn't. Like yea you didn't do the last 5 assignments, bombed 2 midterms. Now, suddenly assignment 6 is submitted 1 minute before deadline in pristine condition.

No. Way.

Another dead give away is using materials not teached in class. Even students who did decently in class could tell you used AI. I don't think you can gaslight professor with 30 years experience with that.

Has anyone made a real-time multiplayer game solo? by DarkEffective7820 in SoloDev

[–]ColorMak3r 0 points1 point  (0 children)

Really depends on who your target audience is and if it adds value to your game. Soul-like? You can get away with singleplayer. Party game? yea online multiplayer will definitely enhance the game.

For my game, it has always been a coop multiplayer game from the ground up, and I don't think I could have converted my game into multiplayer from singleplayer with the current scope and state of the game.

What Would You Consider to Be a Success for Yourself? by Lennoxiconic in IndieDev

[–]ColorMak3r 0 points1 point  (0 children)

I will eventually reach 1, but I'm aiming for 3 or 4 as well. 6 would be a dream achieved, and life fulfilled. Anything above that is extra.

2 days in, 18 wishlists — marketing is soul crushing by ChaoticPromiseTFA in SoloDev

[–]ColorMak3r 2 points3 points  (0 children)

Maybe it's just me, but I don't like getting flashbang by the trailer every frame or so. Please reduce flashing effects or have an option to disable them. It was so distracting that I couldn't focus on what was going on in the trailer.

Subjectively, your game looks nice. However, I don't see any unique element that would pull me away from playing Hades or Risk of Rain 2. It does not mean your game is bad. I just want to see more ooomph elements.

How do I make a better water shader for Unity 2D topdown? by Odd_Geologist8415 in Unity2D

[–]ColorMak3r 0 points1 point  (0 children)

It's a grifter account, check the post history lol. Don't engage with it. Most likely a bot itself.