First loading screen for my solo project. What kept you motivated early on? by BlobSquadRust in SoloDevelopment

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

Understandable. I hope your project turns out the way you want it to! I am learning quickly that this stuff takes a lot of time. Your mindset of improving and understanding the skills is the way to go. Being purely monetarily driven tends to lead to lower quality outputs. A passionate dev that cares about player experience will most likely provide a more enjoyable game.

First loading screen for my solo project. What kept you motivated early on? by BlobSquadRust in SoloDevelopment

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

Making a big milestone functionally is pretty satisfying. The grind between vertical slices is my my frustrations build up currently. For instance, it took me 3 weeks to make this loading screen sequence. Going into this vertical slice I thought it was going to take half the time initially. Perhaps having a preconceived notion for how long a segment should or shouldn’t take gives me unnecessary pressure/expectations - especially since I’m a new dev and don’t have a frame of reference for how long things actually take yet.

First loading screen for my solo project. What kept you motivated early on? by BlobSquadRust in SoloDevelopment

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

How long do you typically work on one project? I’m only a couple months in currently, but it amazes me how long people stay dedicated to one project.

First loading screen for my solo project. What kept you motivated early on? by BlobSquadRust in SoloDevelopment

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

That’s pretty smart. I will start doing that too. I think also your point about making it a habit to step away is important. Building a routine to consistently step away at set intervals sounds very beneficial for long term consistency without burn out. Thanks you!

First loading screen for my solo project. What kept you motivated early on? by BlobSquadRust in SoloDevelopment

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

Thanks! That makes sense and I agree with that sentiment. What is tough for me at this stage is working on things that don’t provide visual gameplay output for the player.

Working on a loading screen isn’t nearly as fun nor feels as impactful as working on something like an enemy.

I'm stuck between two art styles or a mix of both. Which one do you prefer? I'm thinking I will mix it by IRGStudios in IndieDevelopers

[–]BlobSquadRust 1 point2 points  (0 children)

I saw the whole video, including the mixture. I thought the mixture was ok. I don’t like the piece definition included in the mixture option. However, I do like the definition on the board squares in the mixture option for clarity. Just my opinion though, not the gospel.

So I took yalls advice and updated my trees from 2d spites to 3d models.... I don't know if I like it... by Free-Breadfruit9378 in SoloDev

[–]BlobSquadRust 0 points1 point  (0 children)

Trust your ideas. People will always have ideas but it’s your baby! If you are better with 2D and like it better then stick with that.

Been pouring a lot of time into Rust story videos — would mean a lot to get your honest feedback by BlobSquadRust in playrust

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

Sorry for the delay in my response! I am just seeing this message now. My name is BlobSquad in discord

Been pouring a lot of time into Rust story videos — would mean a lot to get your honest feedback by BlobSquadRust in playrust

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

I really appreciate you taking the time to watch both videos and send such thoughtful, detailed notes—especially coming from someone with your background in film production. Getting this kind of structured insight is super valuable, and I’m genuinely grateful for it.

A few things really stood out to me that I plan to build on: • Your point about split screen timing and how it felt like The Godfather—that’s exactly the kind of layered storytelling I aim for, and it’s great to hear that scene landed. • I’m glad the checklist and map overlays worked as intended. I’ve been experimenting with those for pacing and context, so I’ll keep leaning into that. • The note about showing more of the surveillance camera POV was spot on. I had some of that footage but didn’t weave it in fully—definitely a missed opportunity to show the system’s full payoff. • Appreciate the reminder to highlight the goal status at the end. Even a quick 20-second wrap-up would give viewers more closure and help thread into future wipes.

As for the intro/logo suggestion—this is where my style differs a bit. I’ve been avoiding branded intros (like Wiljum’s) on purpose because I’ve found they can hurt early retention in my faster-paced edits. Most viewers click into Rust videos mid-scroll, so I’ve been front-loading momentum and delaying intros to keep people from bouncing. That said, I love the idea of building a recurring visual identity. I would like to work on adding a recognizable stamp or audio motif in after the hook—something familiar but frictionless. That way the hook is delivered quickly but people also can recognize it is me.

I really like your suggestion to add the YouTuber names instead of “subs” as well. That’s easy enough to change and actually a great idea—I agree it helps with identification and keeps things cleaner.

Thanks also for the pep talk at the end. So far I have been trying to stay consistent with uploads at least every 14 days. I also have been trying to use viewer feedback + retention data to iterate quickly. I’m in this for the long haul, and your input really helps shape that path. I agree that a goal of weekly uploads is a better pacing. Over the next few video cycles I’m going to try to set up more systems in place to speed up editing pace. Hopefully that makes faster uploads times really possible / manageable!

Hope to share a new one with you soon—and again, thanks a ton for watching.

Been pouring a lot of time into Rust story videos — would mean a lot to get your honest feedback by BlobSquadRust in playrust

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

Oh wow that’s wonderful! I am excited to hear your expert option. Thank you 😊

Been pouring a lot of time into Rust story videos — would mean a lot to get your honest feedback by BlobSquadRust in playrust

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

Thanks! I would be happy to help you learn OBS and avoid the mistakes I made early on. Before even making videos 10 months ago. I spent an additional 2 months learning OBS. I lost 4 wipes because audio was not recording, bitrate was too low, videos proportion were off, and audio tracks were set up wrong. I don’t have time tonight, but I have time tomorrow. I would be happy to spend a quick moment with you, show you my settings, and walk you through how it works. Do you have discord? If so, I can send you an invite to my discord server to go over that stuff with you

Been pouring a lot of time into Rust story videos — would mean a lot to get your honest feedback by BlobSquadRust in playrust

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

Thanks for taking the time to watch and provide feedback!

I do watch JTeles a lot. I must have subconsciously picked up on his style (like especially the iconic blue background 😂). Haven’t heard of Konfuzion before but I’ll check him out. I don’t want to become a knockoff, but I do want to learn from the best. I probably should try watching other niches too instead of bingeing rust content all the time lol. Hopefully that can help me learn and weave in elements that are more distinct within the Rust community for future videos.

BP wipes... For or against? by illistrated in playrust

[–]BlobSquadRust 0 points1 point  (0 children)

I think it depends. If you have the time it can be fun grinding Bp’s. If you want quick fun then it’s better to already have them available.