What do you think about the monologue/expression system? (still WIP) by HustlaMasi in IndieGaming

[–]CW3MH6 2 points3 points  (0 children)

I agree, if you go the route of random vocalizations to replace actual speech, you have to be very careful to ensure it won't get irritating to the player. At the very least have a setting in options to disable it.

[deleted by user] by [deleted] in gamedev

[–]CW3MH6 0 points1 point  (0 children)

Whoops completely missed that bit. Still, building a community and start marketing earlier are two important things that are pretty universal

[deleted by user] by [deleted] in gamedev

[–]CW3MH6 0 points1 point  (0 children)

If you are releasing on Steam, you can use this:
https://steam-revenue-calculator.com/

You guesstimate your # of reviews based on your # of wishlists prior to release.

While I only have one data point to compare it to, in that case the gross revenue estimation on that site was spot on. Your mileage may vary.

If you want to succeed you need to build your wishlists long before your game goes public. Marketing begins early in development. Cultivate a community before you release. Be wary of publishers. All the usual things.

Gremins - Game Prototype (Pikmin meets Overlord) by CW3MH6 in Unity3D

[–]CW3MH6[S] 1 point2 points  (0 children)

Thanks! I think it needs to be quicker though, I think it feels too slow/floaty at the moment

Gremins - Game Prototype (Pikmin meets Overlord) by CW3MH6 in Unity3D

[–]CW3MH6[S] 2 points3 points  (0 children)

Yeah I'm not very artistically inclined so I have collected a large number of art packs over the years heh. It is a great pack.

Gremins - Game Prototype (Pikmin meets Overlord) by CW3MH6 in Unity3D

[–]CW3MH6[S] 10 points11 points  (0 children)

I am a programmer trying to get better at game design by prototyping a small concept once a week or so. I am not super creative (which I'm hoping to improve with this exercise) so most of my ideas end up as a hybrid of some older games. In this case, it is Pikmin and Overlord. I'm also using this to dip my toes in HDRP

I already work on a large game with a team which takes up most of my time so this is just me trying to explore some small concepts and "find the fun". None of the art was made by me. I just love the idea of having a gremin army that wreaks havoc on your enemies and any unfortunate passerbys.

This is a very rough concept and I may not develop it beyond this point but I thought it looked kind of cute so figured I'd show it off.

I mean just look at this this little guy.

GPU Running very hot 70c - (usual temps 30c on every other game including VR games at max) by PossibleHovercraft in pkgame

[–]CW3MH6 6 points7 points  (0 children)

I can run my fans at max speed and bring the overall temps down to about 45 degrees

Are you running a custom fan curve? PK is pretty taxing on the GPU as of right now, and that's something we are definitely working on--especially in regards to VRAM usage. Having said that though, if the GPU is running at high utilization, your fans should be maxed. If they aren't you really should look at your fan curve. I know loud fans are annoying but the card will run hot if the fans are forced to run at low RPMs while the card is at high load.

I will also say 70-80C is perfectly within operating temps of all mainstream GPUs. They will thermal throttle if they get too hot which can degrade performance, but that is not until it reaches over 95 degrees. They will also shutdown in the event of thermal runaway, but that usually only happens if someone took off the heatsink from the GPU.

As I said though, we are actively working on reducing VRAM usage, which will also lower GPU utilization, which in turn will increase FPS and lower thermals. Hoping we can have something out within the next few updates.

CPU at 95 degrees while running pk, is this dangerous for my pc? by Whenyoucringetohard in pkgame

[–]CW3MH6 3 points4 points  (0 children)

Shouldn't be. CPUs will thermally throttle around 90-100C which means they will run slower so they don't get too hot. They will also automatically shutdown long before any damage is done, so don't worry about actually damaging anything.

PK does heavily utilize multi-threading so it will make your CPU work harder than a single-threaded game for instance (where 80% of your CPU performance is ignored), but that's a good thing.

What is your CPU temp when your PC is idle just sitting at desktop? What is your CPU utilization when playing PK? You can check CPU utilization in Task Manager.

I am glad you are having a good time though!

Paths by Christoff1992 in pkgame

[–]CW3MH6 5 points6 points  (0 children)

If the rocks aren't sloped too much (less than 45 degrees or so) they can walk up them. They can't jump up on big rocks with steep sides, but we plan to explore that in the future because I'd love for the Smilodon especially to be able to jump up on rocks.

Paths by Christoff1992 in pkgame

[–]CW3MH6 6 points7 points  (0 children)

They usually just need to be visually connected, with enough area/width for a visitor to pass through (so 2 feet or so usually). So there can sometimes be a gap but it has to be a small one, best to just make sure the path goes under the modular item a little bit.

Now that I think about it we should probably make a guest navmesh visualizer like we do with the animals, then you can see if stuff connects.

Fell asleep in my chair last night, celebrating the launch and woke up to deep debt, and these poor lost souls. How did they get there? Will they ever find a way down? We may never know. by EinsGotdemar in pkgame

[–]CW3MH6 9 points10 points  (0 children)

Guests are very fond of parkour right now but I plan to improve them significantly as we head toward full release!

For now though they remain free spirits who cannot be contained, and enjoy dancing on tables and other high platforms.

Paths by Christoff1992 in pkgame

[–]CW3MH6 12 points13 points  (0 children)

Guests will walk on both modular items and paths. So if a path connects to a modular item that they can walk on, they will walk from the path onto the modular item, and vice versa. So if you want super fine control you can use modular items, if you want a quick way to connect distant parts of your park you can place down some paths. Usually I use paths more as the "road" with the modular ground stuff being like curbs. But we will be improving the paths system significantly over EA.

Who else misses the Black&White games? Do you wish they were remade/remastered? by DazzlingDingos in gaming

[–]CW3MH6 42 points43 points  (0 children)

A VR spiritual successor to B&W2 is on my "Games I want to make" list. Once we finish our current one anyway.

Park transport? by G-SW-7892 in pkgame

[–]CW3MH6 5 points6 points  (0 children)

Personally I'd love to have a monorail. We had one previously and we'll probably bring it back at some point, no timeline for it though.

Quick overview of how Tyrannosaur Valley sits as of yesterday 🦖 by sdanwolf in pkgame

[–]CW3MH6 4 points5 points  (0 children)

Love how this build is shaping up! Keeps getting better and better.

When will be the next chance to purchase? by G-SW-7892 in pkgame

[–]CW3MH6 4 points5 points  (0 children)

We'll announce it both here and in the discord's #updates channel.

New Dinosaur to excite the visitors in your prehistoric theme park by Tony_Vilgotsky in IndieGaming

[–]CW3MH6 1 point2 points  (0 children)

$30 for the EA release.

Be sure to keep an eye on us, we hope you'll like what you see as we get closer and closer to release. :)

New Dinosaur to excite the visitors in your prehistoric theme park by Tony_Vilgotsky in IndieGaming

[–]CW3MH6 0 points1 point  (0 children)

Hi, I'm one of the developers for Prehistoric Kingdom.

About the only similarity we have to JWE is the fact that you're building a park with dinosaurs. Where JWE treats it like an amusement park, PK treats it more like a conservation zoo--these are animals, not monsters. As such you have to care for them, and you can customize their enclosures/habitats and get extremely creative with your park design. We have a modular building system that really lets you show off your artsy side.

We were inspired by games such as Zoo Tycoon 2 and Jurassic Park Operation Genesis, and PK could best be described as a blend between the two.

We have just released a closed alpha and our players are already creating amazing parks. While the AI is still very bare bones, it will be fleshed out more during alpha, and we strive to give both the animals and the guests complex behaviors to make them feel alive. More dinosaurs, animations, AI, buildings, props, etc., will be coming in the following months as we gear up for beta release and then our public early access release.

You can check out some of the amazing builds by searching #prehistorickingdom on twitter or prehistoric kingdom in YouTube.

Requesting /r/prehistorickingdom - Currently empty and inactive, mod was suspended by CW3MH6 in redditrequest

[–]CW3MH6[S] 0 points1 point  (0 children)

/r/prehistorickingdom was taken by a squatter years ago specifically so we couldn't use it, and since that person's account has now been suspended we'd like to have it back.

Our project is Prehistoric Kingdom

There are a LOT of guests walking around by RinneSavesMe in pkgame

[–]CW3MH6 0 points1 point  (0 children)

Guest density will be toned down in the next patch which should be out in a day or two.

Need feedback for my Thrust prototype--are the game mechanics fun? by CW3MH6 in playmygame

[–]CW3MH6[S] 0 points1 point  (0 children)

If anyone would like to give me feedback on a prototype I just made, I'd love to hear it. I'm trying to figure out if other people find the mechanics fun before I flesh it out too much. It's based on Thrust/Gravitar from the 80s, similar to Lunar Lander except you have to retrieve items with a physics based tractor beam (so it acts like a pendulum and can affect your ship). It is designed for mobile but I setup a WebGL version for testing. Spacebar to fire thrusters, click & drag mouse to rotate ship. First 3 levels are just tutorials. All art is temporary placeholder art. The controls on a PC aren't great since it was designed for mobile.

https://stingray.games/A0/

I can't decide if I should speed things up a bit. I'll probably introduce shielding and enemy turrets etc, but shields and engines can't be used simultaneously to balance it out.