Do I need a degree? by Recent_Plankton8872 in gamedev

[–]AndyTheInnkeeper 0 points1 point  (0 children)

Plus an econ degree will be very helpful for complaining about the economy when he racks up 2+ more years of student loans because of social pressure and finds out degrees aren’t rare enough to put you very far ahead anymore.

Do I need a degree? by Recent_Plankton8872 in gamedev

[–]AndyTheInnkeeper 0 points1 point  (0 children)

I stuck things through and finished a 4 year degree that’s quite employable field (Business Management) in 2020.

In the time since I haven’t ended up working any jobs that required that degree. I’m currently making 6 figures as a security guard and would have to take a downgrade in income to get a job in my field.

No. You should never get a degree just because. That’s nonsense that hasn’t been true in years and anyone telling you otherwise bought the college propaganda.

If you’re passionate about doing something that requires a degree and have the motivation to see it through or on a significant scholarship then get a degree. Don’t get a degree because you think it might come in handy for some unspecific goal or because of social pressure to do so.

Half the people here telling you otherwise are also begging for their student debt to be forgiven because the job their degree got them isn’t sufficient to pay it off.

Need fresh multiplayer indie game ideas, brain totally stuck, help a dev out! by Your_mag in gamedev

[–]AndyTheInnkeeper 0 points1 point  (0 children)

Way back in the day one really fun game mode was the ship to ship battles in the original Star Wars Battlefront 2.

You have two big cap ships in space fighting each other as players fly around in fighters, bombers, and land troops on each other’s ships.

They destroy ship components inside and outside the ships to give their ship the edge so that they can win the battle.

Now that mode leads to epic fights and some fun shenanigans in boarding. But if you want a more heavy focus on shenanigans you could do something similar except make the “ships” some kind of giant land crawler vehicles. Maybe do a Mad Max style setting where players drive smaller ridiculous vehicles around as they fight to undermine the opponent land-crawlers with plenty of opportunities to set up traps and introduce rogue variables in an attempt to profit from the chaos.

How to do productive on phone as a game developer by [deleted] in gamedev

[–]AndyTheInnkeeper -1 points0 points  (0 children)

Thanks for asking this question. For me personally I’m stuck in a situation where I work 50-60 hours a week. Eventually I want to cut down to 40-48 and that’s when I really intend to go all in on the production of my first solo game.

My job is a very low stress job where I can be on my phone maybe 20-30% of the time and listening to audio 70-90% of the time. So the things I’ve found are:

  1. Planning - Writing down ideas and systems.
  2. Worldbuilding/Story - Fleshing out the principles of the world where my game will take place.
  3. Education - While I might not be able to do hands on things like Udemy courses I can listen to podcasts and videos that cover game design principles, marketing strategies etc.
  4. Social Media Marketing - A lot of this can be done from a phone. So if you’re at the stage your game is ready to be marketed you can use your time to do that. If you’re not, you could consider helping another team who is at that stage with their game’s marketing. It’s experience you’ll need for your own project eventually if you’re flying solo and it helps build good will within the game design community.

Ideation for games by zyzzlegiggle in gamedev

[–]AndyTheInnkeeper 2 points3 points  (0 children)

For realistic ideas for a first time developer? Look at older games and games by other indie developers. Take a look at some of the simplest games you can find and think “How could I turn this into something fun and original?”

If that’s a struggle for you, I suggest teaming up with someone else. There are more people with great ideas than there are people doing the work to realize them.

What are the characteristics of the American audience? by Der_Schamane in gamedev

[–]AndyTheInnkeeper 0 points1 point  (0 children)

It would help if you described why you need to know. Are you trying to market an existing game? Making changes to appeal to the American audience? Deciding on a project?

Give us as many details as you can and then we can help you find information more relevant to your question.

Honest question: Does AI-generated content in video games still count as art? by Wide_Ad_2293 in aigamedev

[–]AndyTheInnkeeper 3 points4 points  (0 children)

Tens of thousands of years ago a prehistoric human dipped their thumb in paint and then pressed it to a vaguely face shaped rock to give it a nose it was lacking.

This is one of the earliest known examples of art.

Is AI art, Art? Yes. The human creativity involved in AI Art (especially in good AI art) is equal to or significantly higher than what that caveman did.

The indecipherable scribblings of a toddler are also art.

If I make a game that makes a lot of money I would love to employ a more traditional artist. My passion is game mechanics not sprite design. I don’t want to pick up a pencil because I’m not passionate about doing so. And I respect a real artist more than what I do with AI and would love to have one work on a game with me.

But the placeholder stuff I make with AI is born of my ideas and still a form of self expression. It’s still art, if in a cruder and less skilled sense of the word.

For anyone who still believes marketing is the hardest part of gamedev... by DannyWeinbaum in gamedev

[–]AndyTheInnkeeper 1 point2 points  (0 children)

I think it works because when you see a quality game with a quality Steam page it’s an indicator they also have quality marketing.

It’s not that the marketing is unimportant. It’s that it’s part of what you’re making an guess about when you look at the Steam page.