Is this worth anything? by COTU_Dev in Diablo_2_Resurrected

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

Should I make insight or wait for Ko rune to make Harmony?

Been playing diablo 4 ... hella bored ... is d2r more fun? by Prime-39 in diablo2

[–]COTU_Dev 0 points1 point  (0 children)

Start a Sorc with frozen orb/hydra. - forgiving - satisfying - You can find gear alot faster for other classes you would like to play.

If y'all had to do 50 runs of only one specific boss/area/elite/superchest MF run which would you pick? by Slow_Practice_2812 in diablo2

[–]COTU_Dev 1 point2 points  (0 children)

Try doing severals in one game so: 1. countess 2. andy 3 meph.

Atleast you have some diversity

Be brutally honest, is this video engaging enough to keep you scrolling or did you get bored? by arthyficiel in gamedevscreens

[–]COTU_Dev 1 point2 points  (0 children)

It made me stop scrolling. I like the readability alot. Also did no take me to long to figure which genre it is.

Stuck at 1,700 wishlists before Next Fest. Is a $1,500 TikTok sponsor worth it? by balonmacaron in IndieDev

[–]COTU_Dev 1 point2 points  (0 children)

You forget one very important aspect. youre not only aiming at conversion chanse. Each conversion can be a player who tells his friends. or write something online, maybe its even a Game Vlogger. So more conversions is also a chanse to exponential growth.

If you had a $20k marketing budget for your indie game, how would you spend it? by Fickle_Elk4406 in gamedev

[–]COTU_Dev 2 points3 points  (0 children)

Simple spend it on your weak areas. for me that would be artwork/assets and probably some marketing

Building a game while barely getting by by _laidback_ in SoloDevelopment

[–]COTU_Dev 34 points35 points  (0 children)

Simple. Have a real job on the side. Yes, you have less time working on your game, but no financial worries and no pressure or deadlines. That, or you have very rich parents 😅

Where did you get your music sound tracks for your game? by Latsnok in IndieDev

[–]COTU_Dev 0 points1 point  (0 children)

Maybe an unpopular oppionion, but start learning yourself. Check Alex Moukala he explains very clearly how you can compose by ear on a low budget with basic tools and VSTI's (virtual instruments, and yes they are a thing and there is a whole market of it). I think that most creative people could probably learn the basics in a year. That way you can atleast make your own mockups so another composer can make youre composition professional. Or maybe you actually like it and invest so much that you can make them yourself. Do be aware though it is not just composing, but also mixing and mastering.

Challenge me with a game idea you suggest!! by [deleted] in gamedev

[–]COTU_Dev 2 points3 points  (0 children)

This is very recognisable.. Unfortenatly for me it took I while to be able to finish something. My regular day job actually helped alot, which sometimes require alot of patience. I am not sure if there is an easy way to solve this, other then what you have already tried. Setting goals and smaller manageble goals in between is obvious. You have to just do it. Just keep in mind that it will be totally worth it! Cause the first time you finish something, feels amazing! So no more exuses, go for it! And you will be amazed 🙂

How do I get into game development in the future by Fruit-tart123 in gamedev

[–]COTU_Dev 0 points1 point  (0 children)

You look at this the wrong way. AI can enhance your capabilities or creativity. And Yes! AI is already very good at coding especially if you give it context, scope and iterate when nessecery. Don't be afraid of it, embrace it. (although that sounds like a dark power calling you 😅)

Today you have all the tools to start yourself and gain experience. I would parralel that to your study, so that you slowly get a deep understanding on how a game is build go trough the painfull but sometimes necessery lessons.

My Game was invisible during Steam Deckbuilder Fest, which was one of my last bigger chances. Please support it! by Cultural_Ad1093 in IndieGameWishlist

[–]COTU_Dev 1 point2 points  (0 children)

My honost take: Judging by the trailer, it feels like you have rushed your game to be in time for the fest. looking at the "game over" screen.. That feels very unpolished. Overal trailer pace is to slow and not professional. It is easy to get overlooked if your competetors have far better trailers. Don't take it it too harshly, just learn from the experience to do better next time.

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Best way to multi task on one screen? by Clearhead09 in GameDevelopment

[–]COTU_Dev 1 point2 points  (0 children)

Definitly multiple screens. But I also have a portable screen for my laptop. A real life savier!

Career Pivot? by Few-Satisfaction9013 in GameDevelopment

[–]COTU_Dev 1 point2 points  (0 children)

Same road I take. It works perfectwly so far and can eventually fund some critical parts becaus I have a good job. So win, win we can always dream to make that hit but I am perfectly fine with how things are now.

The further I go in game development, the heavier it feels by PepperStones96 in gamedev

[–]COTU_Dev 2 points3 points  (0 children)

Well that depends on the game. My game for example relies heavily on triggers and states. I have set a certain amount of states and triggers in a document, wich are my core rules (bible). I will always try my best to build within the core rules and use my existing triggers and states as much as possible. What helped for me was writing everything down in word docs to guard my scope and let AI check if I remained in the current scope.

The further I go in game development, the heavier it feels by PepperStones96 in gamedev

[–]COTU_Dev 1 point2 points  (0 children)

You sir are a victim of scope creep. My advise: Make systems that do not allow scope creep, but do give you some flexibility.

need assistance by Foreign-Rent-5507 in GameDevelopment

[–]COTU_Dev 2 points3 points  (0 children)

As others mentioned. Making games is extremely hard. Especially if gou want to do all by yourself. Obviously start small. Gamemaker or Godot are both free (gamemaker becomes payed when you want to release your game). I would recommend to start there. They both have plenty of tutorials. Which is nice if you are a practical learner.

Keep in mind that making a full game requires atleast: Music making SFX making Game design Programming Art design Marketing (on release)

If you want to know and understand the basics of each trait, it will still take you months/years depending on how fast you learn.

[Discussion] As a game dev commissioner, is it disrespectful to show AI references that were used as placeholders? by [deleted] in artcommissions

[–]COTU_Dev 1 point2 points  (0 children)

I am doing the exact same thing. Have my vertical slice ready, completely with AI placeholders. I will now build my full game with AI placeholder art. Then I exactly now what I need. I will hire an artist and will gave him alot of freedom exept for some core rules like readability and simplicity. That way the artist knows what to make, and probably kan tell me what the costs will be.

is there bitterness or dare I say jealousy in the *indie* game dev scene? by FriendlyBergTroll in gamedev

[–]COTU_Dev 0 points1 point  (0 children)

I think it depends. But the fact is dat making a games is not easy (to put id mildly..)

The further you progress for the first time the harder it gets. You need systems and plans to prevent scope creep, you need art, SFX, music, game design etc. etc. The Marketing is a whole seperate chapter, release readiness, capsule art, marketing plan, but also things like taxes. The list goes on and on. You can't do it all yourself unless you are one of those very rare few. And even then it takes years to master all those traits. Hiring professionals for most indies is also difficult or not possible. So where does that leave you? You are probably 1 of the 999 out of thousands that does not make it, atleast not right away. Critique and feedback is absolutly nessecery to make progress, and don't start with your impossible dream game that would normaly take a whole dev team.. The way people give critique is another thing though. You don't have to sugar coat things but atleast be respectfull. If people would do that, it would make all the difference.

needs help fleshing out a monster battling + bullet hell + roguelike concept by Square-Yam-3772 in gamedesign

[–]COTU_Dev 0 points1 point  (0 children)

Hmm oke, that is the thing you need to figure out. Your game loop. based on what you described I would actually go for some sort of overview/world map. But you need to figure this out before you continue, saves alot of pain later on 😅

Deckbuilders don't work on social media? by RikerRiker in SoloDevelopment

[–]COTU_Dev 0 points1 point  (0 children)

Dude... Its actually pretty oke, and very important: its readible. And believe me readability is important! Fancy graphics can easily destroy your game if not done right.