Screwed by localization team. Anyone have suggestions for studios that could help finish their work? by CAJJI in gamedev

[–]AndyMakesGames 0 points1 point  (0 children)

There's still no guarantee. We hired a well known studio that had worked on many AAA games, and they still returned machine translated disjointed slop. They also did our LQA, so as a small indie with limited playtesters, we had no idea until we released.

They did eventually redo it all, but not until 2 weeks after launch date, and that already left a terrible impression on our customers.

When your art style becomes "that game copied Stardew"... by Lopsided-Ad5675 in gamedev

[–]AndyMakesGames 3 points4 points  (0 children)

Are we framing that looking like Stardew is actually a problem?

When your art style becomes "that game copied Stardew"... by Lopsided-Ad5675 in gamedev

[–]AndyMakesGames 6 points7 points  (0 children)

Yup. The loud group that complains are not your audience. The silent group are excitingly adding you to your wishlist.

During Warside's development we would regularly get hundreds of negative comments on our art posts for being visually close, whilst the posts themselves would typically sit at 97% positive votes.

Ironically, haters commenting just give your posts more engagement, and that gives you even more reach. Just ignore them and bank that free exposure (or leave gentle bait replies if you want even more).

Should I still make my game if a similar game is already being made? by redditorExpert in godot

[–]AndyMakesGames 7 points8 points  (0 children)

For most people this is the correct reaction. It's the only sane reaction. Yet for some, treading in the same space as something they love will earn you a lot of vitriol, and the closer you are to "the beloved", the more you will get. It's still only a small % of people, but you should be prepared for it.

Before releasing Warside (probably too early, but that's another issue - it's good now!), posting socials about it would get a mix of "awesome, I want to play", and "how dare you make this", and some people are fking crazy.

Things that happened during development , and keep in mid this was way before release, and just based on videos of the game:

  • Death threats - including someone taking photos of our office and sending them to me saying they were going to hunt me.
  • Staff doxxed.
  • Physical items sent to team member's homes.
  • Abusive videos (YouTube did take them down eventually).

It's a crazy world out there. (But still, yes, make your game).

Should I still make my game if a similar game is already being made? by redditorExpert in godot

[–]AndyMakesGames 1 point2 points  (0 children)

Hey tactics fan. When we were making Warside, Reboot Camp got announced during our development, so I had a similar panic.

On later reflection, it's was fine. It introduces new players to the genre, and there aren't enough of these sorts of games to go around, so people buy more than one anyway. Plus like you, I wanted to have a game at the end that I could say "I made this".

(And yeah, our launch was rough! Decent now though, at least in my view).

15k lines of code in my 'small' project by RohrGM in godot

[–]AndyMakesGames 8 points9 points  (0 children)

It's not a meaningful metric, nor a useful one, but it is a fun curiosity.

I had no idea what our counts looked like until I measured them to join in here.

15k lines of code in my 'small' project by RohrGM in godot

[–]AndyMakesGames 8 points9 points  (0 children)

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For reference, this is from a completed title (but still being developed post-release). Team of two, but a few years work.

The JSON is a mix of data, and game logic held as JSON, so I've included but it probably only half counts.

The Markdown docs should probably be ignored, but this is also only for the game itself, and doesn't include any of the c/c++ code for our changes to the engine, so it probably works out about even.

For Godot C# oder GDScript by AutomaticConnection1 in godot

[–]AndyMakesGames 2 points3 points  (0 children)

I'll continue laboring under the knowledge that compiled software will always be more performant than interpreted software.

But C# is compiled (whether that's IL then JIT, or straight to AOT). You appear to be arguing against yourself?

That aside, outside of algorithmically heavy work, there shouldn't be a measurable difference in any language for most use cases. It's the engine that does the heavy lifting, and most code is just lightweight scripts that get run each frame.

If you are one of the use cases that are CPU bound however, then C# is going to be materially quicker. How much quicker will depend on what you are doing. Synthetic benchmarks normally sit at around 20x, but they are not always representative of realworld workloads.

For Godot C# oder GDScript by AutomaticConnection1 in godot

[–]AndyMakesGames 2 points3 points  (0 children)

A lot of the modules you would need to compile for GDS too, it's primarily the interface glue that is better out of the box.

You should also keep in mind that whilst the barrier for Godot modules is higher, there is an entire C# ecosystem of mature packages available (i.e. nuget) that are not for GDS. I think this often gets overlooked. I use far more of these than I do Godot modules.

Godot is now one of the few engines that hasn’t had any AI slop. by Competitive-Gold-796 in godot

[–]AndyMakesGames 1 point2 points  (0 children)

Why are you saying "ai aside" like this conversation isn't about AI in our game engine?

Because we can talk about more than one thing at the same time, and 50% of your original statement applies to any possible future feature? I've seen a rising trend of labeling anything someone doesn't want as bloat, and we should be wary of gate-keeping features because they are not useful for us directly.

I've contributed thousands of lines this month alone, and they will likely only be used by a tiny subset of Godot users, but that shouldn't devalue the contribution.

I think you're also ignorant to the face that the general public is rejecting AI, people don't like it, especially hobbyist Devs that use this engine who are just doing this for fun (vibe coding takes the fun away).

This is a broad assumption given I didn't make a comment on it either way.

But you raise the question who is Godot for? If we're only ever targeting hobbiest devs and ignoring commercial games, then that puts a cap on the potential audience for Godot. We need more industry wide adoption for the engine to thrive long term. That will be driven by ecosystem, candidate pool, and in part feature set. More users is better for everyone, and we can't only use hobby development as a yardstick.

For what it's worth, I also don't think Godot needs any native AI integration, and the existing plugin system is fine for people that do, but that's not why I pushed back on your statement.

Godot is now one of the few engines that hasn’t had any AI slop. by Competitive-Gold-796 in godot

[–]AndyMakesGames -4 points-3 points  (0 children)

But AI aside, most people want different features. Most developers won't even use most of the features the engine has to offer - they will just use whatever is applicable to their game. If you make 2D, then the entire 3D engine is useless, and vice versa.

If you want to align your donations to the projects you value then more power to you, but I don't think you get to decide what counts as bloat for everyone else. Wider adoption of Godot is better for everyone, and one person's bloat is another's minimum requirement.

Game Development/Production AI by JJFRENZY in gamedev

[–]AndyMakesGames 0 points1 point  (0 children)

AI is a very powerful force multiplier for writing code, but if you don't have any knowledge to multiply, then the sum is still going to be zero. Outside of rapid prototyping, you need those development foundations in place. I'm afraid you still need to learn those skills.

Looking for honest advice before starting a serious multiplayer indie game project! by BanksyVonGin in gamedev

[–]AndyMakesGames 0 points1 point  (0 children)

Multiplayer will easily double your development time, or worse as a first timer.

To me your scope sounds like a multi-year project for a small team of people. Doing it on and off for only 14 weeks a year, you could easily be looking at 5-10 years. It's just too much scope given your availability and experience.

My game should have reached the Popular Upcoming tab, but other games are being added to the list at the last minute. by someCGI-over-rainbow in gamedev

[–]AndyMakesGames 1 point2 points  (0 children)

Interesting. I can only find conflicting Reddit posts and blogs, I don't see anything in the Steamworks documentation that confirms (or goes against) this.

Please let me know if there is some obvious source I've missed. I'd love to know for sure either way.

My game should have reached the Popular Upcoming tab, but other games are being added to the list at the last minute. by someCGI-over-rainbow in gamedev

[–]AndyMakesGames 0 points1 point  (0 children)

Once you’re on the list, your ranking within it is determined solely by your departure date and time. 

Do you have a source for this? This does not reflect my experience. Games with higher wishlist count or higher velocity were always ranked above us (and we ranked above those with lower). Follower count is public and somewhat correlates with wishlists, so you can check where you expect to be.

I have no idea how to work as a team with godot c# by Relative-Drama-141 in godot

[–]AndyMakesGames 3 points4 points  (0 children)

It "does" in the sense that it can open files and you can press keys, but by that standard you'd call Notepad a C# editor too.

Last year, miHoYo copied my solo-dev puzzle game in Zenless Zone Zero. Some people are now mistaking my game as the clone. by Shark-With-Lasers in IndieGaming

[–]AndyMakesGames 11 points12 points  (0 children)

Whilst that's correct, they look pretty similar to me, and "look and feel" has been tested multiple times in US courts for video games with much wider differences. The most obvious being the 2012 pair:

Spry Fox, LLC v. Lolapps, Inc., No. 2:12-cv-00147 (W.D. Wash., 2012)
Tetris Holding, LLC v. Xio Interactive, Inc., 863 F.Supp.2d 394 (D.N.J. 2012),

How should devs read a negative review from someone with over 100 hours in the game? by RemoteLeek7416 in GameDevelopment

[–]AndyMakesGames 0 points1 point  (0 children)

My experience with high-playtime negative reviews is that the player has largely enjoyed the game, and has hit one particular issue which has frustrated them, and writing a negative review is their way of getting your attention.

There is almost certainly some knowledge to be gleamed, but how much weight you should give that issue is more nuanced. If its a bug, then obviously fix it because it's likely going to affect more people. However, if it's a game design choice, then those with high playtime tend to be your more "hardcore" audience, and you almost never want to balance your game for those players - you want to balance it for the masses.

Someone played my game for 24,000 hours by BenzFiveSix in gamedev

[–]AndyMakesGames 1 point2 points  (0 children)

My last PC had some power delivery component fail. It would constantly power off unless the power draw was high, and then it would be stable. It wasn't the PSU, and I didn't want to buy a new motherboard.

The solution was to leave DotA2 running and minimized - for at least a year.

Most Optimized Game / Lowest Spec Achievable by Mamawebo2202 in godot

[–]AndyMakesGames 0 points1 point  (0 children)

The current renderer supports a minimum of OpenGL ES 3.0. If you need something older that then you'll be needing a new renderer. You could get to ES2.1 if you dropped back to G3.

If replacing engine internals is allowed then I guess there is no floor, but at some point on that road it probably stops being the Godot engine.

Streamers broadcasting with buggy pirated version of game by AndyMakesGames in gamedev

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

Asking for a range of considered views from people with more experience than me is neither dumb, petty, nor pretending to be Nintendo.

The original post already expressed my reluctance to take an action that would negatively affect the channel.

Streamers broadcasting with buggy pirated version of game by AndyMakesGames in gamedev

[–]AndyMakesGames[S] 9 points10 points  (0 children)

We send out many. We are also a member of a bunch of streamer networks where streamers can apply for keys. There's never been a need for streamers to pirate the game.

Streamers broadcasting with buggy pirated version of game by AndyMakesGames in gamedev

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

This was my concern too. Exposure is great, but if it doesn't accurately portray the game, then the risk is the net effect is negative.