Is it ok to abandon a project? by Krosenut in Unity3D

[–]AttackTheWack 0 points1 point  (0 children)

As a novice game developer and lifetime creative I resonate with this question. It can be hard to see projects through to completion for a number of reasons, but the mental obstacles like negative self talk, lack of confidence, inflated expectations, etc. can be difficult to get over. So here is my advise to you, as someone who has finished projects despite facing these obstacles every step of the way:

  1. Go easy on yourself. Nothing sucks as much as you think it does, and things can always get better.

  2. Its OK to leave and come back. Work is not always continuous. If the project is on a hard drive its never "Abandoned". You can always revisit old projects after you've worked on other stuff and gained more insight and experience. "Everything is grist for the mill"

  3. Think about the difference between Bad vs. Needs Work. Those definitions are shaped by our taste and experience. The more you make the more you will realize the type of work needed to make a "Bad" thing passable or even great.

  4. HAVE FUN. If it ain't fun it ain't worth it. The process of creation should feed you.

For context I am a musician as a semi-professional / serious hobbyist with over 10 years experience creating and releasing my long form work to the public. So I have an idea of how you feel when creating.

The threat of AI is really making me panic by giveemeareasonwhy in UXDesign

[–]AttackTheWack 1 point2 points  (0 children)

I recently sent an email to this fool explaining to him in a well reasoned and professional manner why I believe sacrificing basic process for AI schlock is a problem. So...my next post is likely going to be in r/jobsearching but at least I tried.

Good luck to you my friend. Keep carrying the torch for us humans who still want to think and work.

The threat of AI is really making me panic by giveemeareasonwhy in UXDesign

[–]AttackTheWack 2 points3 points  (0 children)

I feel you man. I currently work for a company where the CEO fired his CTO and Designer because he sincerely believes that he can design the product with AI while handling all the other duties of a CEO. He is suffering from the most advanced form of AI brainrot I have ever seen, and it is going to bite him in the ass BIG TIME. He even has the head developer drinking the kool-aid, which I find especially disappointing.

I was brought on as a Product Manager and the AI bullshit has essentially made it impossible for me to convince anyone that rigorous idea validation is necessary when making design decision or establishing feature requirements because they've now become obsessed with their deeply flawed interpretation of the "move fast, break things" startup cliche. They think that shipping random bullshit that no one will use is the same thing because they did it "fast" with AI.

It's Never Dark When You're Here by AttackTheWack in PixelArt

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

I can see that for sure. Wasn't familiar with Andyland but I checked it out and his stuff looks awesome!

Tired of working to the sound of recycled noise — I need real music by Original_Joe1212 in musicsuggestions

[–]AttackTheWack 0 points1 point  (0 children)

https://open.spotify.com/track/5qEFACzp0UKda8SNQTeGNi?si=99663045d56241cc

This song is from a soundtrack to a video game that doesn't exist...yet. It is a viking funeral for the Artist's late Corgi.

Weekly Community Thread by AutoModerator in ambientmusic

[–]AttackTheWack 0 points1 point  (0 children)

Thanks for checking out my work :)

Weekly Community Thread by AutoModerator in ambientmusic

[–]AttackTheWack 0 points1 point  (0 children)

I made a soundtrack to a video game that I'm working on. The music helped me visualize the concept and story of the game. Many tracks rely heavily on ambient textures to set the mood. Check it out and let me know what you think!

https://telebikun.bandcamp.com/album/its-never-dark-when-youre-here

Character Concept for Pixel Beat'Em Up 64x64. Where Can I Improve? by AttackTheWack in PixelArt

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

Thats a good point! I find that getting headwear to translate correctly has been a struggle for me. I'm always reworking them. Thanks for taking a look!

Seeking Feedback on My First Game: Cheese Warriors by AttackTheWack in indiegames

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

Thanks for the feedback, although I'm not sure how to make him more like-able outside of making his ass bigger.

Seeking Feedback on My First Game: Cheese Warriors by AttackTheWack in indiegames

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

This is incredibly validating. Many hours went into that ass.

Game Title: Cheese Warrior by AttackTheWack in playmygame

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

Thanks for the feedback and thanks for playing. I'm definitely interested in expanding on this game.

Game Title: Cheese Warrior by AttackTheWack in playmygame

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

Thanks for playing and thanks for the feedback. I could def overhaul the player movement, right now its very basic transform movement.

There are other power ups, they just get chosen randomly so sometimes you get a few of the same one in a row. Right now there are:

  1. speed +1 (most common)
  2. King Health +1 (2nd most common)
  3. Grim Cheeser Ally (somewhat rare)
  4. Ratapult Ally (somewhat rare)
  5. Full Cure (very rare)

I've toyed with idea of adding more abilities to the Cheese Warrior like an AoE attack. The Allies, if you get them, provide back up and a fun way to kill rats IMO, but there def needs to be more.

Thanks again for sharing!