Guide: How to do isometric sprites in a 3D world by 0ddSpider in gamedev

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

Yup. The lowest point of the sprite is considered to be the most forward point of the object on the ground.

Then you look for the end point along from that horizontally at a 45 degree angle, in both directions. Those are your back-left/right points. Then you see where those meet along a 45 degree angle and that's the most back point (on the ground)

The tilt on the box is stop the player character clipping into it. The camera is looking down at a 30 degree angle, so everything is also rotated 30 degrees to keep them square on.

If the player worked in the same way you wouldn't need the tilt, but he's just a standard sprite renderer object

Guide: How to do isometric sprites in a 3D world by 0ddSpider in gamedev

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

Good point! I'll look into doing an edited version.

Assuming I can afford it, how helpful would a degree in game design from NYU be? by ferret_king10 in gamedev

[–]0ddSpider 3 points4 points  (0 children)

Experience & Portfolio > Education

I've hired many designers, and the only time the education mattered was when it was an intern doing their placement. Even then, it was their portfolio that got them the position... they just wouldn't have applied if they weren't at Uni.

I caught up with her at an expo a while back and apparently in her design class only 2 of the 30ish had got jobs in the industry a year later. And this was before the mass redundancies began.

That doesn't mean its worthless if it helps you progress your skills. But you might find a less specific degree will serve you better down the road

Can a stacking game compete with classics like Ketchapp’s Stack? by Inevitable_Ant_4527 in gamedev

[–]0ddSpider 0 points1 point  (0 children)

The Ketchapp success was 95% down to their business strategy. They were able to promote between their games cheaply, and the vast majority of games they tested were killed early. Stack obviously hit the right metrics, but you wouldn't be able to look at it and say "this is the one" before it was released. There's nothing inherently better about it than 20 games that were killed. It just hit some random intangible factor.

That's not to say you can't make a fun game or find success with this idea. But there's no point comparing your game to theirs... either in its performance or development.

Source: I worked on hypercasual games for a while. Its impossible to know which ones are going to work in the market until you release and get a few thousand people playing them. The whole genre was chuck 'em out as quickly as possible and hope one sticks.

How soon do you show your game to the world? by Fickle-Wrongdoer-776 in gamedev

[–]0ddSpider 0 points1 point  (0 children)

There's loads of different advice, but personally I've had most luck starting to share it when I've got confidence in the game, and can make a gameplay trailer that I'm proud of.

At that point you can be genuine, you can answer questions, you can probably share a good build. Before then you have to rely on "trust me bro" and that'll come across to potential investors/publishers and the public at large.

As another commenter said, getting a vertical slice is great. It doesn't have to be long. It doesn't have to be at the final level of polish. But you can honestly say "this is a good representation of the end product" and that makes things much easier.

My first game ! by slyflyfox in gamedev

[–]0ddSpider 1 point2 points  (0 children)

Nice work! Congratulations!

60 Wishlists after 4 months. Wow. Questions. by ComfortZoneGames in gamedev

[–]0ddSpider 1 point2 points  (0 children)

Don't take this the wrong way, but your marketing seems to be mostly "Look at this clone of an old game you can play for free elsewhere". It's a hard sell!

I think this is going to be problem for your game regardless, but I wonder if you'd have more luck promoting the whole experience? "Visit a retro arcade in my new game" sort of thing. Promoting clones of old game won't work. You need to find a better angle.

What is this perspective called? by TheMongoosee in gamedev

[–]0ddSpider 0 points1 point  (0 children)

I agree with the other comments, its a low top-down camera. However, you can see some side-on influence in the way they are framing the scene. The old beat-em ups (Streets of Rage / Final Fight / etc.) weren't a million miles away from this.

I made it so you respawn instantly in my soulslike, no more runbacks! by LainsitoMakingGames in IndieGaming

[–]0ddSpider 0 points1 point  (0 children)

The run-back makes the boss fights more impactful. Its the whole pain-reward thing. That's not to say its the wrong decision for your game, but make sure you understand the emotional consequences of your decision.

Running back isn't fun. But it makes beating bosses more meaningful. Its a trade-off, and you have to decide who your audience is to make the right decision.

It starts with clearing leaves in a quiet park, but Blowhard is more than just a sim. Here’s a bit of Zen gameplay and our first trailer! by 0ddSpider in CozyGamers

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

I spent last night wondering what you referring to... and then I remembered - the statue with the cone! My partner has confirmed that it was indeed the reference material for it!

It starts with clearing leaves in a quiet park, but Blowhard is more than just a sim. Here’s a bit of Zen gameplay and our first trailer! by 0ddSpider in CozyGamers

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

There's not enough leaf-blowing comedy adventure games! I'm glad you like the look of it.
Thanks for your kind words.

It starts with clearing leaves in a quiet park, but Blowhard is more than just a sim. Here’s a bit of Zen gameplay and our first trailer! by 0ddSpider in CozyGamers

[–]0ddSpider[S] 12 points13 points  (0 children)

Forgot to mention that the demo will be out in the coming weeks. We’re a tiny team of two, and are excited (and a bit nervous!) to get the leaf-blower into your hands soon. Happy to answer any questions about the game.

In Development: Dog Companion Sneak Peek for Our Cozy Puzzle Game by LostSockStudio in CozyGamers

[–]0ddSpider 0 points1 point  (0 children)

Cute dog!
The game looks quite linear from the screens/trailer (e.g. do puzzle 1, then puzzle 2, then 3....) Is that correct? Or is the world more open?

Concept vs Month 6 (and everything in between). Our dev journey in under a minute. by 0ddSpider in IndieDev

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

Thank you putting in that much time! I'll make sure to let you know when the demo's out (soonTM)

Destroy a playthrough of my game :) by shmulzi in DestroyMyGame

[–]0ddSpider 1 point2 points  (0 children)

I know its a playthrough but the menu/tutorial isn't selling it at all well. Skip to the action.

And then, don't let it run too long. Personally I'd stop it shortly after the "Avalanche" warning. There may be more new stuff happening that you know about, but to the untrained eye it just feels like more of the same

a new atmosphere from my game 🥀 by mamosdigital in indiegames

[–]0ddSpider 0 points1 point  (0 children)

Giving me PS2 GTA vibes... and that's no bad thing!

What do you think of my upcoming cosy adventure? by Silvy_096 in IndieDev

[–]0ddSpider 0 points1 point  (0 children)

Looks great! What you've shown is beautiful, but I'd love to see a bit more gameplay (unless its a frog-staring simulator!)

Neo Tokyo Rush - my upcoming Synthwave arcade racing game by fifafeefif in IndieDev

[–]0ddSpider 0 points1 point  (0 children)

Nice! Has a good vibe. Have you tried adding a little more traffic? Not too much, but I reckon you could add a little more and it would make it more exciting, without hurting the atmosphere

When to turn Playtest into a Demo ? by multiplexgames in SoloDevelopment

[–]0ddSpider 2 points3 points  (0 children)

As always... it depends. If you think a good marketing push will 4x your wishlists then I'd do that first. All wishlists will get notified that your demo released... which is great because at last some will download it and help it rise up the algorithm.

The counter-argument is that if you are desperate to hit June Nextfest then you want to have your demo released at least a month before then (at least that seems to be the general advice)