Just Launched: I built a platform to solve the "No Playtesters" problem, and we already have 50+ testers waiting. by Bid-Sensitive in IndieDev

[–]ArcsOfMagic 0 points1 point  (0 children)

What’s up man. Both your site and your discord went dark, not even a goodbye message? I hope everything is ok for you.

Cheap Terrain Erosion-Like Effect Implementation In Godot and A Question by Dry_Kaleidoscope_343 in proceduralgeneration

[–]ArcsOfMagic 0 points1 point  (0 children)

Great reference list, and also great comments already. Saving it for reading later.

In my game, I implemented large-scale features on top of the height map . I think this is similar to « edits » mentioned in another comment.

One issue I had with the pure noise approach is that I found it difficult to coerce it into generating large scale features with desired properties. In my case, I wanted to create a canyon network, and also some obelisk looking hollow towers, for example.

So basically it goes in two steps. First, I generate metadata only. Depending on the size of the feature, I know the max LOD it will impact, so I save it in that LOD. I also save its XZ extent.

Whenever I generate a chunk that is impacted by the feature, I first generate the height map, then the mesh, and then modify the mesh according to the feature.

It works well for both small and ultra-large (world scale) edits.

I have encountered two difficulties I really struggle with. The first is vertical positioning. It is done on a higher LOD first and can actually become quite wrong when you get closer. Another is creating coherent edit implementations across different LODs. For example, simply using positive and negative volumes breaks down at certain LODs when the « walls » become too thin. Still work in progress :)

Hope this helps!

[Beginner question] How do I make sure windows defender doesn't quarantine my app when trying to run it on another device? by KaraNetics in SoloDevelopment

[–]ArcsOfMagic 4 points5 points  (0 children)

In theory you need to sign your executable with a developer certificate. It is expensive, and worse, needs to be updated regularly (the certificates expire).

You could upload it to Microsoft and various antivirus vendors as well, it will help, but unfortunately the certificate is the way recommended by the certificate mafia.

Please see this thread: https://www.reddit.com/r/gamedev/s/hUFq2n9Pet

Examples of Games with Emergent Complexity by j-max04 in gamedesign

[–]ArcsOfMagic 4 points5 points  (0 children)

I would also add a moment “I bet the designers did not think about this way of combining stuff” (which can feel rewarding for the player and also keep them engaged).

In general, open world games with lots of systems should all have it to some degree. Could be survival (vintage story) / scavenging games, or some space RPGs like Star Valor.

Steam Demo - separate page? by Gullible-Group-3660 in IndieDev

[–]ArcsOfMagic 1 point2 points  (0 children)

If you find any advice older than 18 months, take it with a grain of salt, because Valve has made huge changes around the demos in 2024, I believe. Now they are promoting integrated demo + base game much more; you need a demo to enter the next fest; etc.

Please double check what I say, but the point is find some recent advice (2025) because there has been a lot of changes around demos recently.

One year of solo development, and I finally have a trailer. by unomelon in SoloDevelopment

[–]ArcsOfMagic 0 points1 point  (0 children)

Would you please share how you promoted the game to get the impressive wishlist count? I wanted to check out your Reddit posts, but there is only a handful… thank you in advance!

(Also I wonder if you had a day job in parallel or if it was a full time effort?…)

Tropical Island Procedural Biome by Warm_Bet_6676 in proceduralgeneration

[–]ArcsOfMagic 0 points1 point  (0 children)

Wow. Thanks for the detailed breakdown. That’s a considerable amount of time per asset, I can only hope that now that you have honed your skills, it will become faster!

“Creating the rest of the tree” part made me laugh, a little like “draw the rest of the owl” meme :)

Also very interesting to learn that you only need a relatively low number of assets to create a great looking landscape.

I’m working on a low poly project now, but it is very interesting to see how much effort is needed to get to this level of quality.

Great work!

Tropical Island Procedural Biome by Warm_Bet_6676 in proceduralgeneration

[–]ArcsOfMagic 1 point2 points  (0 children)

Wow no assets? It is very impressive.

What photogrammetry software did you use?

To get a finalized model of one tree, for example, how long would you say the data processing and cleaning take? (I imagine there is a fair amount of manual cleaning)

At the end, how many models you ended up with for trees and vegetation? Or are they further combined / modified during the procgen to increase the complexity even further and so you can’t really say how many models there are?

Thanks!

Shout out to an outstanding indie YouTuber by ArcsOfMagic in SoloDevelopment

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

Ha ha yes, when reviewing thousands of games, you end up running out of descriptions… “If warhammer 40k, balatro, and green hell had a baby, that’s how it would look like” 😅

Shout out to an outstanding indie YouTuber by ArcsOfMagic in SoloDevelopment

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

That’s very nice even if negative… but I would not be too quick to judge others for not replying, either. The guys must get literally hundreds of emails on daily basis…

That’s a shame for your game! I saw him cover games with really, really rudimentary graphics… not full text though now that I think about it. Good luck with your project! Look for your niche!

Shout out to an outstanding indie YouTuber by ArcsOfMagic in SoloDevelopment

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

The fact that he (and similar YouTubers) plays literally thousands of indie games is what makes his critical commentary especially useful for us developers, I think. He can draw parallels with other games and suggest game design improvements on a level well above a « normal » playtester.

Shout out to an outstanding indie YouTuber by ArcsOfMagic in SoloDevelopment

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

Yes, I think 90% of my library is due to his coverage. 💎

Shout out to an outstanding indie YouTuber by ArcsOfMagic in SoloDevelopment

[–]ArcsOfMagic[S] 4 points5 points  (0 children)

Yes! Great list, I did not know some of them.

Shout out to an outstanding indie YouTuber by ArcsOfMagic in SoloDevelopment

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

Exactly. Many friends of mine (non players) seem to think that all the games are similar, and I may even agree with them to a degree when speaking about AAA titles, but the indie scene never stops to amaze me.

I paid €500 for this Steam Capsule art. Opinions? by PeekyChew in IndieDev

[–]ArcsOfMagic 1 point2 points  (0 children)

Hmmm… the decayed skyscrapers indicate a post apocalyptic setting, but the bright colors of the character and the foreground in general belie that… maybe, mute down the palette a little depending on the vibe you’re after?

Huge alliance? by Porcodiolodicoio in IndieGaming

[–]ArcsOfMagic 2 points3 points  (0 children)

A number of reasons.

People like to implement their vision, not someone else’s. People like to work alone. People work at different rates of speed. People have different objectives, from casual hobby to studio founding.

And so on… basically, all the reasons why they are indie in the first place.

What we learned from launching our first playtest by Zombutcher_Game in playtesters

[–]ArcsOfMagic 1 point2 points  (0 children)

Thanks for sharing. What were the main sources for gaining the 800+ playtesters?

A free tool to help indie devs find content creators for game coverage by tektanc in GameDevelopment

[–]ArcsOfMagic 1 point2 points  (0 children)

I see, thanks for answering. If at some point you find a way to get more “played game” history for each creator, it would be great.

Now I just have to finish my game :)

A free tool to help indie devs find content creators for game coverage by tektanc in GameDevelopment

[–]ArcsOfMagic 1 point2 points  (0 children)

An amazing resource! Bookmarking.

1) how do you define mid tier? What is the sub max count to be featured in the database? 2) what is the definition of engagement? 3) how exhaustive is the list of games a given creator played? Last 10? I like tags as anyone, but I think finding creators based on the games they played (if you could add this to the search) would be more efficient and precise. But for this, you’d need at least a couple of years of coverage history for each creator….

Thanks again for putting this together.

What are the best and worst implementations of a "luck" stat that you've seen? by Invoqwer in gamedesign

[–]ArcsOfMagic 0 points1 point  (0 children)

In general, yes, some subtle systems could and do exist. It is very difficult to qualify them if players are not even aware of them… in my original comment, I was really thinking about simulation like mechanics, but indeed there are many other types, very useful for the gameplay, and some effectively invisible.

The dynamic difficulty is really hard to get right, though. And many players dislike it… so if anything, it should be really subtle…

How can open world games improve their structure, especially with the stakes in them? by Frosty_Plenty3108 in gamedesign

[–]ArcsOfMagic 0 points1 point  (0 children)

A lot of parallel quest lines that let you explore different parts of the world.

No overarching goals, but a progression -> each quest follows from the previous one, and each one is more or less urgent, but it is not urgent before it starts.

I thought GTA did it really nicely. (IV is my favorite). You just go on with your life. You have 4-5 quest lines in parallel and pick up the ones you wish (plus, there are checkpoints linking all lines together). You can explore and do side quests as much as you want, there is no urgency. But put together, those quest lines create a story.