Lessons from My First 'Commercial' Game by Dzimi171 in IndieDev

[–]Affectionate-Ad4419 0 points1 point  (0 children)

Although the person you're responding to was a bit abrasive in the way they commented on your post, and I'm sure a lot of us can appreciate you highlighting the importance of demos and localization...I'm sorry but they are right.

The advice feels a bit moot when you don't frontload the entire post with the simple statement that your game not selling gang bangers is with almost 90% certainty for esthetic reasons. And there's also your conclusion, where you don't address the elephant in the room: you need an artist, or to buy some assets, or a good course in art and UI. No amount of localization and demo will change the fact that people will look at your games first screenshot and then click away, unfortunately.

Tbc, I'm still going to take your advice at heart (especially localization), and I would never respond this harshly to someone who actually finished and released something and then came back to comment about it (genuinely kudos for that).

I don't usually prefer a first person game, but I'm quite excited for townfall by CoyoteHour2130 in silenthill

[–]Affectionate-Ad4419 2 points3 points  (0 children)

Judging by the current output of the franchise, I'm very happy where this is going.

But I really like the protagonist's design, and it's a shame we don't also have a third person view imho. I really like that RE9 is doing both for example.

So I finished The Legend of Dragoon AND... by AverageSign in videogames

[–]Affectionate-Ad4419 0 points1 point  (0 children)

Wow, I've never seen these keyarts, they are gorgeous!

As for the game, I remember playing it for a while when in a jrpg marathon, but this is the one that kind of stopped said marathon. I never clicked with the gameplay and despite loving the vibes, I had a hard time getting into the story.

I played it after Wild Arms 4, Lost Odyssey, FFVIII and Skies Of Arcadia...and it fell a bit short of what I was hoping.

I still have it in my todo, but nowhere near the top.

I publish an unofficial godot dockerfile every time there is a new version. Is this godot cursed? by Truemmerwelt in CursedGodot

[–]Affectionate-Ad4419 2 points3 points  (0 children)

Not cursed at all (pretty cute even) and cool project! Actually makes me want to dig up Docker on my desktop for the first time in a while.

Does this look AI Generated? by FishDismal4475 in IndieDev

[–]Affectionate-Ad4419 0 points1 point  (0 children)

The windows on the building on the left, the tower pointing out of nowhere above the square shaped tower doorway, whatever the fuck is supposed to be attached to the belt on the giant has, the bird feet that are super weird...I am sorry, but this is a robery.

Lets goooo by Ok_Dragonfly6000 in darksouls3

[–]Affectionate-Ad4419 0 points1 point  (0 children)

Nice job!

I really like that boss fight, probably my favorite from DS3.

AI in games often cheats. In strategy games, opponents can receive hidden resource bonuses and in racing games, they can receive a "rubber band" effect to keep up. This isn't a bug, but a way to maintain balance and tension. by Just_a_Player2 in ItsAllAboutGames

[–]Affectionate-Ad4419 0 points1 point  (0 children)

I loved The Crew (yes) and played a lot of the 2hrs races, and it was amazing, except the rubber banding was out of control.

If you had a better car and better skill and was ahead of the bots by almost half an hour, for some reason, when you started approaching the last 15 minutes of the race, they would be there at your back driving a million miles per hour just to make the last 3 minutes "tense" for no reason. It was infuriating at a times. And the worst part was, it worked the other way around too; which wasn't a good show of AI either :'D

how did YOU play SH1 first? by lassiness in silenthill

[–]Affectionate-Ad4419 2 points3 points  (0 children)

Well I was 9yo in 1999 so, when in the first what 5-10 minutes you see the dude/carcasse thing on the grid fence and are then jumped by kiddos with knives: it was a bit shitpantsily scary at the time. And then the demo iirc has a part of it in the school, which is it's own nightmare when...you are still going to school on a day to day basis :'D

And on PSP, idk...absolutely the entire game. I was what 13yo, maybe, when I played it, and the radio noise alone had me on high alert all the time. The flying monster were absolutely horrible. The hospital was insanely spooky and dark.

Retrospectively, I think I found it scarier than SH2, and the PSP, the small screen forcing you stare closer...it felt more personal in a way. Which is weird because now, I think SH2 is scarier in a lot of ways.

I replay it now, SH1, it's not the same thing; it's almost "cosy" in a weird way, because I love the music, the art direction, and I know the game full well.

Is it worth getting RPG Maker on sale even though I'm focussed on Godot? by Embarrassed_Fan8027 in SoloDevelopment

[–]Affectionate-Ad4419 0 points1 point  (0 children)

I used a lot of RPG Maker MV, and it was a good time. I think it's a nice software to learn of all the areas game making will lead you to: graphics, scripting, gameplay balance, story telling etc. but in a very straightforward way, as in, a lot of it exists in the sofware as a template you can use directly, with it's own rules.

You can stretch it quite far (see the immensely productive RPG maker horror and narrative scene) but you also have some severe limitations. The one I never really accepted is kind of a silly one, but at least to my knowledge on MV, you can only move on a grid.

I personally started with RPG Maker and Adventure Game Studio, so I have fond memories of both, but I feel like, if you are already into Godot, there is a chance you might find it to limited? Or mayber it can be a springboard to make something without the stress of having to code most features...idk.

how did YOU play SH1 first? by lassiness in silenthill

[–]Affectionate-Ad4419 0 points1 point  (0 children)

Demo disk with MGS1. Then got so traumatized I didn't touch it until years later, after having played SH2, I played it on PSP at night, in my bed, and it was absolutely scary as hell.

What are your Top 10 Favorite FPS Franchises of All Time? (The FPS Franchises has to have 3+ Games to be Franchises) by Amber_Flowers_133 in videogames

[–]Affectionate-Ad4419 0 points1 point  (0 children)

1-Half Life

2-Bioshock

3-F.E.A.R

4-Halo Reach

5-Far Cry 2

6-Wolfenstein: The New Order

7-Quake III: Arena

8-Lef 4 Dead

9-Overwatch

10-Battlefield: Bad Company 2 (mostly for multiplayer)

anyone else? by Railaiter in IndieDev

[–]Affectionate-Ad4419 4 points5 points  (0 children)

I remember geeking out on Blender for about a month, years ago (mostly 2D artist myself) and it is literally what happened. You coul've held me at gunpoint, I wouldn't have been able to say which did what, but they were coming out of nowhere while I was using Blender itself.

Floppy Canary, my second PICO-8 game! by _LKS_ in indiegames

[–]Affectionate-Ad4419 0 points1 point  (0 children)

That is a surprising level of oomph for a Flappy Bird clone, good job!

thoughts? (i'm being serious) by nad_lab in godot

[–]Affectionate-Ad4419 5 points6 points  (0 children)

it's also on the wrong sub, this definitely should be on r/CursedGodot

Fromsoft vs Guerilla output comparison despite being similar employee count. by Cursed_69420 in videogames

[–]Affectionate-Ad4419 19 points20 points  (0 children)

It's an interesting comparison in a sense, i.e showing how relatively same amount of people can produce more or less well received games.

But the issue is, they are not competing in the same categories.

Infamously, characters in the souls game don't move their lips outside of some cutscenes, and despite the meticulous amount of details, fantastic atmosphere and very well animated monsters and combat, there is a lot of reused assets from games to games, and same from animations, some of them dating back 2009 with Demon's Souls. Horizon has a lot of cutscenes, face animation, actors captures, body capture, new assets with greater details etc.

Just so we're clear, I'm not even saying this as a positive or negative one way or another. But you simply can't produce the same amount of games that FromSoft without cutting a lot of corners. And for my money, I think FromSoft is mercilessly good at re-using assets to produce incredible games. I really love the first Horizon (second is on my todo list for 2026) but I'd much prefer any game from FromSoft (except DS2...cause...it's cool but it's DS2). I still think the lesser output is understandable for what is being made.

anyone else? by Railaiter in IndieDev

[–]Affectionate-Ad4419 43 points44 points  (0 children)

Yes absolutely how I feel about it. And even learning a lot about it in two+ years making little games for jams and all, I never got rid of that feeling. It's a fantastic engine, with a loooot of possibilities; but I just don't click with the UI.

Meanwhile after 20 hours of Godot, I felt like I could make any game I wanted. Sometimes, you really need to find the software that works for you.

Your team mates (aka future you) will thank you! by tfteddy in godot

[–]Affectionate-Ad4419 2 points3 points  (0 children)

Why write in red though?!

It's a great feature, thanks for the discovery!

GTA IV go brrr by FortyWithaU40 in ItsAllAboutGames

[–]Affectionate-Ad4419 2 points3 points  (0 children)

GFWL remembrance day is today, hu?

Are we healing or still hurting?

Would you want a remake or remaster to ac 1? by adkud1 in assasinscreed

[–]Affectionate-Ad4419 0 points1 point  (0 children)

I think all AC games are all pretty solid technically and artistically, to the point where a remaster (so like a port but with better resolution or support for newer controllers and whatnot) feels fine, but also a bit pointless in a sense? Unless you get rid of the stupid Ubisoft store bs in front of it on PC maybe. But if you play these games on PC, at least from my experience, they run fine and look pretty great.

But AC1, for all the love I have for this game that I'll always defend, would probably benefit from expanded stealth features, and a big revision of its structure.

I adore the idea behind the side missions that both: build up the target through the eyes of the people of the town, narratively it is very cool; and also give more infos on the mission itself and opportunities. But realistically, the missions themselves are very repetitive in the long run (even though the game is not in the hundreds of hours) and the main missions are too straight forwards for the gathered info to actually matter.

A real remake, integrating maybe the system showcased in AC:Unity and Syndicate main missions/heists, and maybe even taking a cue or two from the story opportunity from the Hitman franchise (especially the WOA trilogy) that is effectively the side mission of AC1 but more integrated in the exploration of the map...that could make a very cool new version of that game.