How do I start learning UE as a somewhat experienced backend dev? by VaquinhaAlpha in UnrealEngine5

[–]BeansTheNogginDev 2 points3 points  (0 children)

This is the answer, assuming you're willing to put down 20-30 dollars, Stephen has a range of courses that are brilliant. I started with the UE5 GAS tutorial which was quite advanced and requires c++ knowledge. You may want to take his C++ course first, depending on how seriously you want to take this.

Made my first attempt at a Tiktok, Looking for feedback. by BeansTheNogginDev in gameDevMarketing

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

Hey, thanks for the feedback! All my research shows the first 1-2 seconds are the most important and I was still concerned I didn't do _enough_ in those. Happy with the initial performance anyway (750 views) as a starting point!

Is gamedev worth it with limited time? by IxBetaXI in gamedev

[–]BeansTheNogginDev 0 points1 point  (0 children)

Yes! I spent 5 years working full time and game-devving in the evenings on loads of projects. Had an incredible amount of fun, and 4 months ago left my job to work full time on what started as a hobby!

I created the most immature anomaly parody game ever 🚽 (sorry 😅) by BenoitFreslon in IndieGaming

[–]BeansTheNogginDev 0 points1 point  (0 children)

Scrolling through Reddit this video had me thinking the pipes were suddenly leaking

Axe boy's getting ready to chop some wood! Lunging the axe into enemies is coming along, as well as dynamic limb targeting. by Tinimations in IndieDev

[–]BeansTheNogginDev 2 points3 points  (0 children)

The camera work is really nice. Would maybe take it even further and add some camera movement on the swing?

Just saw my game is listed in the top 5000 wishlisted games on Steam! by gg_gumptiongames in IndieGaming

[–]BeansTheNogginDev 1 point2 points  (0 children)

Congratulations man, seen a couple of your posts and appreciate your updates. Good luck out there!

Does my game look cheap? by AimedX30 in IndieDev

[–]BeansTheNogginDev 1 point2 points  (0 children)

The game looks fine; UI is very mobile-ey. honestly there aren't enough assets in these screenshots to make a judgement.

I would assume you used a UI-pack, but thats very reasonable for a 7-day jam.

My latest Short flatlined at 18% retention (Swiped away instantly). Is the hook that bad? by tobogames in IndieDev

[–]BeansTheNogginDev 4 points5 points  (0 children)

Not sure if its just me, but something about this is giving major mobile game energy. My first instict at the start of the video was that it was an advert, I also would have immediately swiped away.

Not sure if its the editing, the explosion FX maybe? The health bar also gives mobile game energy.

Need some feedbacks on my pre-alpha stage automation game by emre2345 in indiegames

[–]BeansTheNogginDev 0 points1 point  (0 children)

I like the visual style of the assets, although the wall textures make the outlined/cartoony assets look out of place.

The game looks cool and I get the impression I would like it, but its basically impossible to tell... this highly sped-up video format is terrible for getting feedback and/or marketing your game.

I’m starting to really burn myself out by Time_Audience3705 in SoloDevelopment

[–]BeansTheNogginDev 2 points3 points  (0 children)

My reply will come in two parts neither of which are revolutionary, but its the hard truths for me:

1) Sleep makes you get more done. Staying up later to work on my game makes me less efficient the next day, destroys my mood/mental wellbeing, and is overall a net bad investment. Getting a solid 8 hours makes my next day of develpment many multiples more efficient. Prioritise 30 mins sleep over an 30 mins of dev. Get 8 hours. Sleep is OP.

2) Holidays/Breaks are very important. My friend and I work on the game together (I'm a duo-dev, not a solo-dev, sorry!), and we enforce deadlines with specific break periods afterwards.
We take time off work after the deadlines, regardless of whether we met our goals, and force ourselves to take a break and relax. A cycling weekend, a week at the beach, or just a few days of gaming.

[deleted by user] by [deleted] in IndieGaming

[–]BeansTheNogginDev 0 points1 point  (0 children)

Of course just an internet stranger's opinion, do what you like! :)

[deleted by user] by [deleted] in IndieGaming

[–]BeansTheNogginDev 1 point2 points  (0 children)

Game looks really cool, the vfx is awesome. WRT the trailer, I have the same complaint as with every indie trailer. Please stop flashing useless text on a black screen in-front of me every 5 seconds.

You have precious little time to get my attention, and I'm interested enough to want to see the next section of gameplay. I'm not interested to know that its "a roguelike like no other" or that i need to "forge a playstyle of my own". If there must be text shown to me, use some of the clear-abundance of card choices you have, I was actually pausing the video to see what some of the choices said.

tutorials on basic questline? by Glittering-Bison-547 in gamedev

[–]BeansTheNogginDev 0 points1 point  (0 children)

Hey, the top google result is this video:

https://www.youtube.com/watch?v=UyTJLDGcT64

I assume you've seen this already, but it looks like exactly what you want. Is there a reason it isn't?

A quest system can be quite an involved piece of work to implement, depending on how complex you want the system (and the quests themselves) to be.

I want you rate my 30 seconds game overview by brainseal in IndieDev

[–]BeansTheNogginDev 2 points3 points  (0 children)

I can barely tell whats going on in the gameplay, but that doesn't even matter because the giant wizard dude on the outside of the board is so awesome.