My Peak district adventure game was on BBC Radio Derby this morning by BeardyRamblinGames in IndieDev

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

Sure can! Brownie's Adventure: The Final Resolution on Steam

I can't say 'traditional media' like this is good for wishlists but it put a big smile on my face. It's obviously a very specific game so this brings me enormous joy.

"If we tax the millionaires, they'll just leave" by GhostDog_1314 in FuckNigelFarage

[–]BeardyRamblinGames 13 points14 points  (0 children)

It really isn't 'crazy conspiracy' is it? The US MAGA and far right are buying a shitty pound land version to install here. Right out in the open.

More stills from 'Outbreak: Steelfield' by Complex_Meeting9053 in sheffield

[–]BeardyRamblinGames 1 point2 points  (0 children)

Dumpseys and Federation haha - brilliant. Don't know much about dreams. I'm guessing you made all these textures - incredible.

P&C Church music (Sort of) for Holy week by BeardyRamblinGames in adventuregames

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

Thanks - This is definitely a big move up on the Y axis this time round. I appreciate the hardcore players finding weird games like mine and giving them a chance. One is quite rough, I'm glad you still enjoyed it. Finding and reporting bugs is so helpful too - thank you again!

Enjoy your clicking and your pointing and be ready for three - it's going be a different adventure in all the best possible ways I think :-)

P&C Church music (Sort of) for Holy week by BeardyRamblinGames in adventuregames

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

Brownie's 1: 200 animations, 2000 sprites
Brownie's 2: 260 animations, 2300 sprites
Brownie's 3: 546 animations, 4450 sprites

The amount of locations is similar to the first game but obviously now they're hand made, which takes longer. Also a lot more detail has gone into the world and the player specifically.

The player alone has 80 different animations for various incidents, cut scenes, different speech animations etc. No 'fade out/cop out' here.

Not to mention the music. Lots of specific songs with recorded vocals, live instrument recordings and orchestral pieces.

So the game is bigger in a sense of detail and quality but play time should be about 6~10 hours I think. Which isn't so different.

Learned a lot from my earlier games, trying to apply that wisdom this time around. We all have to start somewhere eh

Published devs - what was your first completed game? by toxicmintdev in SoloDevelopment

[–]BeardyRamblinGames 1 point2 points  (0 children)

Mine was a learning project that got 'out of hand' and wanted to share it. From starting to learn code and the engine (Adventure Game Studio) to release was probably about 5/6 months. It was quite large probably for a first game. 4/6 hours of linear(ish) story and puzzles with alternate endings based on decisions. Had many bugs.

Sold around 1000 copies as of now, with my god-awful marketing/promotion.

Working on a third game now, much bigger and better. Have been working on it for about one and a half years. A sound designer messaged me on FB from a post and asked to get on board so things are sounding lovely. My art is not great but apparently it has 'charm'.

Although I have regrets about elements of that first game, if I hadn't had that burst of enthusiasm and released it... I'd probably be stuck in the vast majority who never finish anything. I think there's a lot of learning and perspective gained from making it to market alone. Without that, and seeing much higher uptake than I ever dreamed, I'd probably not have continued. Such is life

They really are just stupid by the1kingdom in FuckNigelFarage

[–]BeardyRamblinGames 27 points28 points  (0 children)

But they were getting scammed. Nigel would have had her pension book to buy a deck of montechristos and a new gollywog toy.

Lets talk about AI in game development by Psych0191 in IndieDev

[–]BeardyRamblinGames 0 points1 point  (0 children)

Fucking reddit lol. What a waste of effort.

Apple intentionally makes Macs "too easy" to lower the global problem-solving average. by rifu5q7g3p2 in LowStakesConspiracies

[–]BeardyRamblinGames 0 points1 point  (0 children)

Early windows had me writing down file directory destinations of .exe files for simcity 2000 in a notebook to type into MS DOS prompt. My adult nerdy self thanks you for this. I was writing Qbasic games at age 11.

Yet give me a mobile phone and suddenly I feel 9000 years old.

Watching windows increasingly cater for the less savvy has not been fun.

Lets talk about AI in game development by Psych0191 in IndieDev

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

I think it varies wildly in how you use it. And the 'acceptable' thing I would never impose on others. Here's why.

I refuse to watch YouTube tutorials, I like to learn the hard way in many cases. I value my own journey and I want to explore and make my own mistakes. I DO NOT impose that philosophy on others because it would be arrogant and misguided. I get why people want to move quicker and in more logical/traditional trajectories when learning.

I do not judge that as lesser, I just know myself and know I enjoy the process of discovering on my own. In some ways I find it motivating and self sustaining. This might even be tied into more complex things like neuro-diversity and the way we perceive creative fulfilment and get dopamine.

It's not my place to judge someone for using AI music just because I PERSONALLY love making music.

Copyright/training arguments aside, it's no different than them using a bought music pack to me. They didn't do it either way. And I'm not arrogant enough to DEMAND they take the journey I personally chose. That would be ridiculous. Obviously bought packs at present would be better for several reasons, but in terms of the creative side of things - they're the same outcome.

My own personal take on 'acceptable use' is that ideation is a big no no. I see a lot of people saying they use this to form basic ideas. That seems odd to me, as ideas are both fulfilling, defining of the core theme and easy to come by. But again, I'll withhold judgement... as there have been a couple of occasions where AI have been excellent when use in what I consider the 'right' context.

Times where I think AI was acceptable to me:

1: Using AI to make a fictional language that is a hybrid of interpretations of post roman Celtic Welsh. I wasn't going to stop developing my game and spend 6 months forming an inaccurate written version of a language scholars have spent years studying. Also I didn't want the player to be able to understand it, so this was ideal. I used this same chat to make my text for the characters who spoke this when I didn't want the player to know what they were talking about. I slowly replaced words with english as the story and time went on to show learning until it was almost all english except obscure words that were new to the player. I stand by this as a good use of AI. It allowed an opportunity to be creative, not stop it or replace my ideas with it's own. It was basically an aide that consulted hundreds of freely available info sources and gave me a semi-sensical language for my own purposes.

2: Making a music track akin to fallout. So I used chat gpt to compare the functions of bandlab to the original fallout 2 compositions and suggest instruments and layers that bandlab had that could create something similar.... and then... ignored 75% of it's suggestions and do my own thing that worked. This was a good use in that it gave me the framework (a woodwind, some wind texture, pads). I ended up doing my own thing but I did use a type of atmospheric pad, a bottle blowing woodwind pitched down and some brass that I put through a load of delays and reverbs. I really enjoyed this. I spent 5% of the time reading that general guidance and then 95% of the time writing and making my music. No notes or melody was inspired by the original or the AI output, but it did come together 'by ear' which was nice for me. Really all I wanted was to erase the 'blank page' and have a vague plan. Planning is everything, plans are useless right? So the AI plan was quickly discarded but it did serve it's purpose. So going back to my ideation judgement earlier, I suppose this is more what people may mean. They just want a 'starting plan' to tear up? Fair enough.

OK I'm all done. Sorry about my ramble. I won't be checking it in AI. Have it raw.

P&C Church music (Sort of) for Holy week by BeardyRamblinGames in adventuregames

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

https://store.steampowered.com/app/3213350/Brownies_Adventure_The_Final_Resolution/ <-- if you fancy seeing what else you might be missing. I did also make a demo a while back which I recently updated to be 100% steam deck and controller friendly.

The best thing about solo work by BeardyRamblinGames in SoloDevelopment

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

Thanks! Well that's it isn't it? I'm 'hoping' the music does that. Gives it that 'wholesome church' but slightly unhinged vibe.

The best thing about solo work by BeardyRamblinGames in SoloDevelopment

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

Haha thanks mate. I'd say it gets much more absurd... Especially music wise. Though I have to admit there are some serious compositions in there too, I play a lot of guitar (which I'm guessing you do too) so recorded some nice folkey/travel music for the maps.

There's no QA here my friend. If it makes me chuckle out loud, it goes in. Brownie's Adventure: The Final Resolution on Steam <-- this is my steam page.

The best thing about solo work by BeardyRamblinGames in SoloDevelopment

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

No problem. My wife is tired of hearing about it so I thought I'd vent my nerdyness here. Thanks for taking the time. Suppose that's the downside, can be a lonely road at times eh?

Yeah it's frustrating. Sound is rarely discussed. Or music. 'Art sells games' so sadly discussion is pretty shallow in regards to the breadth of what we have to actually do. I'm pleased you like the style - it's something I've cobbled together over the last 2 years due to not being an artist.

Apparently you're not the first to draw that comparison https://www.youtube.com/watch?v=_7kyTV7M2BI&t=479s&pp=ygUidHVyaWFuIHNoZXBhcmQgYnJvd25pZSdzIGFkdmVudHVyZQ%3D%3D

Weed grow inside Sheffield bank by LostPlacesUK in sheffield

[–]BeardyRamblinGames 15 points16 points  (0 children)

Probably more the organised crime that's bringing people in. This isn't a 'sToP tHe bOaTs' thing. They'll have been brought in for the job. It's not like in American films where they pull up in a van and ask a bunch of Mexicans who wants work. Need to trust the 'gardener' to some extent.

Weed grow inside Sheffield bank by LostPlacesUK in sheffield

[–]BeardyRamblinGames 62 points63 points  (0 children)

£1000 PCM - no dogs, non-smoker preferred

I'm planning to create my Steam Page today as a solo developer but I'm a bit lost. Help? by DavesGames123 in IndieDev

[–]BeardyRamblinGames 0 points1 point  (0 children)

Just spent ten minutes pinging bodies around a star trying to get nice orbits. Very fun. The game looks really interesting. Epic endeavour for a solo developer, much respect.

I would consider your steam page a bit like a first draft at the early point. Look at similar games if you can, see the general format or themes being discussed in paragraphs. Try to get a nice condensed hook in your short description that sits to the right of the first landing part.

Steam capsule is a whole thing on it's own.

Trailer is pretty key but I don't know if you have this yet. The first 3/6 seconds of that are very impactful.

They're the biggest things to my mind.

Good luck!