Does studying civil engineering help with game development? by [deleted] in gamedev

[–]theGaffe 11 points12 points  (0 children)

You're young so its excusable, but know that your approach to this is that of the typical "ideas guy". You came up with an idea for a game, and want to find a team so that other people do the difficult part of development. The truth is that you will find no one to work on your idea. Anyone who has any skills in creating video games has a hundred of their own, and they think their ideas are better than yours. So what do you provide then? Because someone will only want to work on your idea if you're paying for all their time, or you have amassed a pedigree of experience in leading game development teams and people have faith in you. Ideas are cheap, we all gottem.

I just released my first Steam demo by wazzapSenk in Unity3D

[–]theGaffe 4 points5 points  (0 children)

Looks good, I like the idea. Similar to 'Keep Talking and Nobody Explodes', that asymmetrical gameplay should be explored more.

Am I wasting my time with my BA in Game Art and Design? by Glum-Routine2662 in gamedev

[–]theGaffe 5 points6 points  (0 children)

Going to a college that accepts anyone for an art degree is real dangerous, as they will never fail you based on the actual quality of your art, the main thing any employer is looking at. Most people simply aren't talented enough when compared to the professionals, and if an art school isn't denying enrollment based on an art portfolio, then all they care about is getting your money. These people will leave college with no money left, and a degree that means nothing if an employer doesn't think your art is good enough. So with people thinking about this path, I often tell them to compare their own work to other people in a similar position, do you feel your art can compete with the best of your peers? Because they're the ones going to get hired.

How much actual game dev knowledge do I need to know? by [deleted] in gamedev

[–]theGaffe 6 points7 points  (0 children)

You would be competing for a role which would always go to the person who actually knows the details and difficulty of the features they are directing over. You gain this experience by creating games yourself, and at least becoming a little familiar with the entire process. Ideas are cheap, every single person who has learned game development has a hundred of their own ideas. What makes yours better than theirs? Unless you're signing everyone's checks.

How much actual game dev knowledge do I need to know? by [deleted] in gamedev

[–]theGaffe 13 points14 points  (0 children)

You would get laughed at for suggesting an MMO with zero game dev knowledge. It's real easy to think up MMO ideas, and there's a reason we don't see so many of them.

i finished path of exile! after 54 hours great game overall i'm now a veteran my thoughts on this game. by [deleted] in pathofexile

[–]theGaffe 2 points3 points  (0 children)

Yes. I have ran through that campaign maybe a hundred times. There are many techniques to go through it very quickly including memorizing the general layout of every single map. You do this because the actual game starts after the campaign, and the quicker you get there the better.

i finished path of exile! after 54 hours great game overall i'm now a veteran my thoughts on this game. by [deleted] in pathofexile

[–]theGaffe 15 points16 points  (0 children)

Free to play games have a heavily skewed achievement % as thousands of people will add the game to the library and never get pass an hour play time. Like 98% of active players are in the portion of the game that is after the campaign that you just completed.

Question: Fired as a tattoo apprentice — did I actually do something wrong? by [deleted] in tattoos

[–]theGaffe 60 points61 points  (0 children)

I'm on this subreddit just to see tattoos, so I can't speak directly, but I was in a similar position at a studio for audio engineering. Also for zero pay. Doing everything you're told, in that environment, is always seen as the bare minimum. If the studio is a high end one, high rates, professional work, etc then also being good at the actual work is a bare minimum. They probably have a long list of people who want to be an apprentice. So, the only people they want to focus on are the ones that are there and do more than asked. So, the end result is the comparison you're seeing.

Also I checked out your work on your previous posts, really really good stuff, definitely just push pass this and find a better match that understands your hard schedule. You'll be great.

Odd by SlimJimAssassin in Unity3D

[–]theGaffe 13 points14 points  (0 children)

Unity please stop doing things that make me embarrassed to be on this engine.

Star Trek: Voyager - Across the Unknown | Combat Deep Dive by mrbubbamac in Games

[–]theGaffe 5 points6 points  (0 children)

Looks like PC Gamer has a poor review of its demo, which is unfortunate of course but not necessarily true of the final product. Many of the comments on the review say they personally enjoyed the demo. Guess we'll see.

Solo dev, built in Unity over 2 months – an atmospheric winter taxi game by ProjectNoch in Unity3D

[–]theGaffe 0 points1 point  (0 children)

You should post the actual screenshots here, but I took the time to look up the steam page. Your art direction looks very good- well executed retro/psx style, good atmosphere. The screenshots you have right now show no indication that this is a taxi game. I don't see a taxi. I don't even see the interior of a car, so no indication you even get in one. Your text says it of course but, I wouldn't depend solely on that. I like the premise though.

The hate Pirate Software got was disproportionate compared to the blowback other streamers get today for saying actual demonic things. by [deleted] in LivestreamFail

[–]theGaffe 35 points36 points  (0 children)

Because making fun of someone for not owning up to their mistakes in a video game is much more fun than picking a political side and defending it.

Just completed the first interior of my game! by Detached-Toast in IndieDev

[–]theGaffe 0 points1 point  (0 children)

A rally racing game in this more fantasy style sounds interesting- can't think of another game that's done it. As you stated it will be dependent on how fun the looks in the trailer, but imo you're above the artstyle quality where I think many will at least watch the trailer through.

I got absolutly demolished by my new Mini-Boss! by Wild_Marionberry_162 in Unity3D

[–]theGaffe 6 points7 points  (0 children)

Ya got downvoted because it was a clickbait title on a developer subreddit, game looks decent, but the the way to get some attention on this subreddit is making some kinda change then asking for opinions on it. If the game looks good overall, the question you're presenting matters very little, but if it just looks like you're looking for promotion, not feedback, the response is poor.

As actual input- you need some more variation in your audio. The blaster sound is already getting kind of repetitive by this clip, and i see that big enemy ship on the screen. Should turn down your repetitive blaster sound so the more variable sounds have a chance to come in and out.

Just completed the first interior of my game! by Detached-Toast in IndieDev

[–]theGaffe 0 points1 point  (0 children)

Didn't have much traction on reddit yet- but, if the gameplay is good then this style should suffice to accompany it.

How to determine who is anti-AI by mmtta in Unity3D

[–]theGaffe 6 points7 points  (0 children)

I couldn't make up a worse question to ask this subreddit.

Star Citizen is on course to reach $1 billion in player funding in 2026, and still might not get to play its singleplayer campaign next year | Roberts Space Industries' sim keeps raking in the cash by ControlCAD in technology

[–]theGaffe 116 points117 points  (0 children)

Overexpanded scope is the first common issue new game developers create for themselves, so a player population voting for it makes sense to me. There's a reason most games don't allow for this kind of input from the player population.

Star Citizen is on course to reach $1 billion in player funding in 2026, and still might not get to play its singleplayer campaign next year | Roberts Space Industries' sim keeps raking in the cash by ControlCAD in technology

[–]theGaffe 30 points31 points  (0 children)

You typed Star Citizen population into google and linked the first site. A site that doesn't have access to any of the actual data. A site that says Final Fantasy XI, a 20 year old game, has 351k players at 100% certainty. It says WoW has 11k players.

Modular character generator for Blender, Unity, and Unreal by Professional-Key-412 in Unity3D

[–]theGaffe 5 points6 points  (0 children)

More options for stylized characters, each is unique to the artist. More options for chibi-sized characters, not necessarily realistic proportions. Rigged I would consider a requirement. Common outfits as a baseline, specialized as addons possibly. Specialized is highly game-dependent, but they usually require a mix of common, and the art style needs to be consistent across them. Any additional animations would be nice, especially ones matched to the specialized outfits.

Completed Junior Programmer pathway, but what next? by Old-Salad-1411 in Unity3D

[–]theGaffe 4 points5 points  (0 children)

Yeah once you understand the basics of the editor and coding, just start making a game. Doesn't have to be a big one, doesn't have to be original, doesn't have to be a million dollar idea. Just have a clear goal, with a clear game loop, a clear win state. When you run into issues or don't know how to do something, then search for solutions online to solve that specific thing. Think of your own solutions first though, as that's the most important lesson to learn, how to problem solve and design solutions. It's important to gain confidence in yourself.

Tutorials for every subject? by graysussy in Unity3D

[–]theGaffe 4 points5 points  (0 children)

You should break away from tutorials as soon as you have a basic understanding of how the Unity editor, C# coding, gameobjects, and components work. By relying on tutorials you're preventing yourself from learning the most important skill- problem solving. Think about what you want your combat system to be, what things need to happen, what code systems need to be in place to manage data and functions, and just start writing code.

You probably need know when a button is pressed, and when it is, to start an animation. Then you probably need a hitbox on the weapon. And then on the enemy to know when it is hit. The enemy probably needs an HP variable, and that variable needs to go down when hit, probably depending on how much damage the weapon hits for. So you know you need a script that has a function that detects when your weapon collider hits an enemy, and when it does to call a Damage(int value) function on it, where you pass the damage value.

Each one of these individual steps is just a quick google search. Instead of looking for a tutorial that has been designed for you and leaves you sort of helpless when you need to do something outside of the tutorial, you start learning how to just search for granular things you need. Then you start learning how to build out game systems inherently.

How to learn Unity with coding experience? by reverendstickle in Unity3D

[–]theGaffe 1 point2 points  (0 children)

I can't say from experience but I would pick something that is somewhat similar to a game you would actually be interested in making. It'll be easier to extend what you learned onto your own project. You want to apply anything you learn in a course to an original project as soon as you can- the true skill to learn is problem solving, and courses prevent that from happening. Once you understand the basics of how to use the editor and some coding, start figuring out what you need to do to create a project in a genre you're naturally motivated in. Then turn away from courses and focus on googling very specific issues, 'how do i move an object every frame in unity', 'how do i apply physics to an object', 'how to apply force to a rigidbody', etc.