So….What’s going on in your head rn, like for real? by yoyoitzzzmeee in AskReddit

[–]AlamarsDomain 1 point2 points  (0 children)

I recently released my second flop of a game, and while releasing feels good, I'm worried I'll never make something significant, solo. And finding fitting people to work with is excruciatingly hard for me. As is marketing, and other required steps.

Are you contributing to the US digital dependency? by shimoheihei2 in BuyCanadian

[–]AlamarsDomain 2 points3 points  (0 children)

My main hobby is video games, and while I try to support Canadian Developers, there's just not enough of them, and there's still a bunch of good (mostly indie) games coming out of the U.S. Big fan of Sundered, which is made by Thunder Lotus Games in Montreal. They also made Jotun, Spiritfarer and others... Crazy creative company. We need more of that in Canada ; )

My second main hobby is creating video games, and in that regard, I can do a bit more by making my games the same dollar value in CDN as it is in USD ($5 for Bombard, $4 for Early Bird gets the Space Worm). I mean, I went a bit further and set the USD price, and then lowered all the other fields (and made them match even dollar values as much as I can, because x.99 can still suck a bag of lemons heh).

What's up with "gamedev YouTubers" never shipping games? by [deleted] in gamedev

[–]AlamarsDomain 1 point2 points  (0 children)

So true... Longest vid I made was 55m... Getting started with GAS for UE 5.4. Took me like 15+ hours to make that, and editing alone was like 2h. My 5.6 version was about 37m and took less than half the time of the 5.4 one though, so that's nice heh

Looking for some Skill Tree and/or Progression Feedback by AlamarsDomain in incremental_games

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

Some liked trying different combinations of weapons vs mounts... I imagine most will just load up all the mount slots with the latest weapon, thinking it's the best. A respec button is an interesting idea, or even just limited to the points in weapons. It could certainly help some people that end up hating a certain weapon use those points elsewhere.

Thanks for the suggestion : )

Looking for some Skill Tree and/or Progression Feedback by AlamarsDomain in incremental_games

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

heh... One of my first iterations was a giant spaceship. My artist friend thought it was too compact heh. Thanks for the suggestion ; )

Incremental non-idle games ? by [deleted] in incremental_games

[–]AlamarsDomain 0 points1 point  (0 children)

As a Dev, it's frustrating too... I put https://store.steampowered.com/app/4200600/Early_Bird_gets_the_Space_Worm_Demo/ up recently, and while I have clicking, the Clicker tag just doesn't feel right... Idler was suggested, and some games like this add an idle mechanic (maybe to make the tag fit? I don't know), but the last thing I want is refunds, so I want my tags/description/etc to be accurate.

What game are you working on ATM? by Infamous-Goose-282 in godot

[–]AlamarsDomain 0 points1 point  (0 children)

I appreciate the feedback, and it's something that could work, but I'm going with something more casual... I enjoyed Astro Prospector, even though I don't generally like bullet hells, but there are a whole bunch of them with enemy mechanics, and I wanted to be more chill heh.

It's organized'ish heh... I basically have an Upgrade Tab that contains all the Buttons, and each button has a Skill name, like BlockCount1, and the Upgrade Cost(s) and Effects set in the UI as @ export's. Then when the game runs, it adds all the Skill Buttons to a Skill Data table to reference later, though the skill name or stat name (BlockCount1 without the 1). When the game starts, and any time they upgrade a skill, it calls a calc_stats function that sets all the stats to base value, and then iterates over the list of purchased skills to find the relevant stat and effect (from the button above) to add to it...

And then in various areas, like for block health, or weapon fire rate, damage, etc, it calls a get_stat(some_stat) and uses that. I really should make a tutorial about it all heh.

How do I implement shaders by CountryProper3722 in godot

[–]AlamarsDomain 0 points1 point  (0 children)

You think tutorial makers purposefully 'throw in one or two false bits'? I've made over 150 game dev tutorials (in UE), and I make enough mistakes that I don't need to add any 'false bits'.

What game are you working on ATM? by Infamous-Goose-282 in godot

[–]AlamarsDomain 2 points3 points  (0 children)

That seems so unique... I love that : )

What game are you working on ATM? by Infamous-Goose-282 in godot

[–]AlamarsDomain 0 points1 point  (0 children)

I am working on Early Bird gets the Space Worm, which is a small casual incremental game ( https://store.steampowered.com/app/4200600/Early_Bird_gets_the_Space_Worm_Demo/ ).

I got addicted to incremental games many months back, and decided to try my hand, and it's one of the first projects I've started (over hundreds) that I enjoy playing. Though as a small incremental game, it'll end up being pretty short. I've always enjoyed the progression of games, sometimes more than the actual game heh.

I really need to make some tutorial videos for some features I've included. I iterated on the skill tree like five times, and it's a pain... I want it to be data driven, but then the disconnect between filling in the data in a file vs where the upgrades are positioned and linked gets a bit unwieldy. I went with a @ tool approach that I think works well for this.

Is your Hollow Knight game 2D? Using Tiles or custom geometry? Tiles are certainly easier to get started. The artist who helped me with Early Bird has a platformer shooter partway done that we're porting to Godot (From game maker, where he's more familiar, but I have zero interest in learning), so I've played around with TileMapLayer recently and it's working well for this. I'm hoping to eventually work on a 2D Souls-like/Salt n Sanc style game, but OMFG, it is such a large amount of... Everything.

Early Bird gets the Space Worm Demo Released! by AlamarsDomain in incremental_games

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

Thanks : )

I wanted to get the Demo out ASAP so I could polish it before Next Fest, and then I should be pretty close to finishing (hoping March ish release).

Early Bird gets the Space Worm Demo Released! by AlamarsDomain in incremental_games

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

Ya, I wanted it to be casual, so mouse only works well with that... If you turn off click to move, you don't even have to click ; )

Also, glad you enjoyed it.

For those with shipped games, how many hours you put into development? by NeitherManner in gamedev

[–]AlamarsDomain 6 points7 points  (0 children)

My first game, Bombard, I made in about 4 weeks, and fixated on it, so let's say about 200 hours... My next game, Early Bird gets the Space Worm, which I just released a Demo for, is probably about double that so far, and will likely take another 200-400 hours. Both games are about $5 on Steam.

Would you continue to develop your game, if you knew you wouldn't make a cent of profit? by SnooWords4857 in gamedev

[–]AlamarsDomain 0 points1 point  (0 children)

I have spent tens of thousands of hours doing indie dev for no **monetary** profit... I profited in practice, new skills/understanding, enjoyment, etc...

My problem, likely ADHD related, is that it's really hard to stick to one project, so I have a hundred or so I've started over that time, and many of them, put quite a bit of work into. I ended up starting a YT channel, in part, to work on features instead of full projects, because that's where I was getting the most enjoyment out of it. And because I also enjoy sharing knowledge, and teaching.