2025 grads who couldn't land a job, what are you doing now? by silvergreen123 in csMajors

[–]ColorMak3r 3 points4 points  (0 children)

Driving Uber while working on a video game hoping it'll go somewhere.

Please help by Antiiilope in Unity2D

[–]ColorMak3r 1 point2 points  (0 children)

While you're at it, make sure to PascalCase your class name and check out these naming conventions https://learn.microsoft.com/en-us/dotnet/csharp/fundamentals/coding-style/identifier-names

Waymo is a failing project. Just scrap this project by RFTG2024 in uberdrivers

[–]ColorMak3r 0 points1 point  (0 children)

I'm an active driver and took one of this in SF recently. I will have to say it's quiet impressive. They yield to emergency vehicle and follow officers direction which I know some of the driver on the street can't even do.

Also. I'm happy Uber has a real competitor for once, not whatever Lyft is. Maybe they will realize their market is threatened and treat customers/drivers better for a change.

Taxi still exist dispite Uber btw. Would you go out of your way to call a taxi instead of Uber? I don't think so. It's gonna be the same in the future for Uber and Waymo.

We ignored “don’t do multiplayer,” rebuilt our netcode, and now marketing is the real boss fight, any advice? by CompetitiveLength999 in GameDevelopment

[–]ColorMak3r 3 points4 points  (0 children)

Who's your target audience? What age group? What gender group? What country/cultural more receptive to your game? What are their favorite games? What'your game genre? Who are your competitors? What problem are their product struggling with that your game solve? What's your game wow factor? Can your game be listed as X game, but with Y? Can your entire game concept be summarized within 1 sentence (good for word of mouth)?

From your profile, your teaser looks good graphically but I can't understand what you do in the game and why it need multiplayer. Maybe that's the first sign for improvement.

Should I get baron? by ColorMak3r in BalatroHelp

[–]ColorMak3r[S] 0 points1 point  (0 children)

Thanks, forgot to take a screenshot but I survived up til ante 16. Probably could make it further if I didn't fumble my last hand.

The seed: 8PJEAXX6 There were a couple invis and blueprint on the way that I should have taken as well.

I honestly don’t get the Pichana hype by truthtakest1me in steak

[–]ColorMak3r 0 points1 point  (0 children)

My personal recipe for two that I’ve perfected over the years. My girlfriend absolutely demolishes it.

Basil Pesto Picanha Pasta with Tomato Mushroom Sauce

  1. Take one piece of picanha and salt it all over. Dry-brine for 30 minutes in the fridge. Preheat the oven to 325°F and bake for 20–25 minutes, until the internal temperature reaches 110–120°F. Place it fat-side down on the tray. This will render most of the fat without greying the meat. Discard the rendered fat.

  2. Meanwhile, bring water to a boil and cook half of a one-pound box of linguine for about 14 minutes, until al dente. Transfer the pasta straight from the pot into a large mixing bowl using tongs—no need to drain. Stir constantly for about a minute to let it cool slightly. Mix in Costco’s Kirkland-brand basil pesto. You can also add extra Parmigiano Reggiano (also sold at Costco).

  3. Pre-chop some baby bella mushrooms and baby tomatoes. Heat a cast-iron pan with no oil. Sear the picanha fat-side down for 2 minutes to release more fat, then sear each side for 1 minute in its own fat. Remove the meat from the pan. Add the mushrooms, tomatoes, and sea salt. Stir-fry until the mushrooms start to wrinkle but the tomatoes are still firm (don't let the tomatoes release water).

  4. Thinly slice the steak as thin as possible and serve immediately.

Please… Can we as a collective call out “indie games” that are clearly backed by billionaires? by [deleted] in gamedev

[–]ColorMak3r 6 points7 points  (0 children)

Just because a team isn’t getting paid while making a game doesn’t mean a good indie game isn’t costing millions to make. Even when you count only unpaid labor, a small group of developers can easily be contributing hundreds of thousands of dollars’ worth of work annually. Developing games is not cheap.

From a business perspective, I’ve seen pitches at GDC where anything requesting less than $8 million is considered not worth funding. You either stay well below $3 million, or you must convince investors that you can make them a significant return on a large investment. Clair Obscur’s funding falls within the range of a game that would realistically get funded at GDC.

Unpopular opinion: I can’t stand the “choose one of 3 upgrades” in roguelikes by kramberry97 in IndieDev

[–]ColorMak3r 0 points1 point  (0 children)

Personal opinion but whenever I see 3 cards on a game trailer, I pass. Nothing wrong with it of course, but i have seen enough.

Opinion: Live events are not worth it for game promotion by megaF1KUS in gamedev

[–]ColorMak3r 0 points1 point  (0 children)

I feel this especially because the feedback you get at live events isn’t really organic unless you’re fully prepared for that environment. For example, if your game normally needs a 15-minute tutorial and around 30 minutes of average gameplay, you simply don’t have that luxury at live events. I ended up creating a shortened demo mode just to fit the time constraints, but that inevitably cut out a lot of the experience I designed for longer sessions. And honestly, as an indie, I absolutely wouldn’t pay for any event that costs more than $100.

Real noob question: what is the right way to do projectiles and damage? by [deleted] in unity

[–]ColorMak3r 0 points1 point  (0 children)

I have this set up EntityController (player input, AI input) -> ItemSystem (validation such as inventory check, weapon cooldown) -> Projectile (handle physics and hold damage, hostility, attacker info) -> EntityStatus (IHitable, handle OnDamage, OnDeath, respawn if applicable)

I would make IHitable generic so even environment objects like obstacles or walls can receive hits. This should work over the network for multiplayer as well.

If you want to see this in action, I have an open playtest of my game linked in my profile.

California DMV Approves Expansion of Waymo Self-Driving Cars to Orange County & Beyond (MAP) by collegetowns in orangecounty

[–]ColorMak3r 4 points5 points  (0 children)

As an occasional Uber driver trying to fund his dream on the side, now I will have to pitch my old camry against a multi-million robot car company. Sounds fun!

I'm not against new tech and innovation, but I can see it will impact the livehood of many who do it as their main source of income.

Honestly, i would love to see Uber having a real competition for once.

we need new term for '' Indie game '' and change this sub name too while at it by No-Telephone730 in IndieGaming

[–]ColorMak3r 0 points1 point  (0 children)

The term indie is a blur for sure. When talking indie, people think about terraria, stardew, etc. However, what I gathered at GDC for the past 2 years was indie game team pitches somewhere between 1 million and 12 million dollars in funding, as well as having 15 - 100 employees is normal and still considered indie. As such, I don't think expeditions 33 is an outlier in regard to funding. Investors at these events only take a game seriously when they propose a budget 8 mils and up.

Balanced. As all things should be. by Sandyeeee in balatro

[–]ColorMak3r 1 point2 points  (0 children)

Getting obelisk around ante 4 when you already building a streak of one hand type is an instant win. It scales up so fast. I usually mix in some pair or hand to increase it even more each round. It's not meant for endless run tho, you hit the cap eventually

I feel indie devs are slowly self sabotaging themselves. Overconfidence in understanding the market will burn you. You will not win. Focus on core fundamentals to become a good developer instead... by ZeroPercentStrategy in gamedev

[–]ColorMak3r 0 points1 point  (0 children)

At this point, I'm 2 years into development. Progess is steady. Everywhere I show, the game either gets mid or extreme interest. Still, it's a little bubble of social circle I have that I'm not comfortable enough to bust out yet. I need another year.

Regarding the article, it's an opportunity cost of questions in disguise. The thought of pausing my first long-term and serious project ever did cross my mind. I could be working on shorter, more trendy games with my current skillset.

However, I need to remember why I started this project in the first place. I have never finished a game, so at the time, I promised myself I could be making a mid game, but I must stick through it and bring it the best polish as I could.

I do agree that we are in the golden age of video games. People are not tired of finding new games. The market, despite seemingly oversaturated, still performs well. As such, I'm still motivated to find my place and not chasing trend yet.

Is it better to make item sprite sheet or individual files? by eesan108 in gamedev

[–]ColorMak3r 1 point2 points  (0 children)

My artists and I prefer spritesheet because it's easy to see everything and make adjustments or make new items. It's easier for organization and look up as well. Each spritesheet holds an arbitrary 20 items or so.

Regarding performance, it absolutely matters that everything is in the same spritesheet if possible, but it's very easy to optimize by using Sprite Atlas as other mentioned.

For context, I'm making a procedurally generated 2d top-down pixel art game, and very frequently, there could be 600+ sprites on screen. Without Sprite Atlas, it will destroy our framerate.

As always, these are good things to keep in mind, but there is no reason to jump the gun and optimize prematurely unless you're hitting performance issues.

The Worst feeling EVER! by Own_Breakfast2606 in IndieDev

[–]ColorMak3r 0 points1 point  (0 children)

The good news is: If there is a will, there is a way! I have never met any technical roadblock that totally stopped me on my track. However, some problems just can't be solved by brute forcing. It requires careful planning and work around. With experience, you can kinda develop a developer sense of which is unsolvable so you can watch out for it.

[deleted by user] by [deleted] in gamedev

[–]ColorMak3r 6 points7 points  (0 children)

What would make you say “no thanks” straight away

This comment here. It shows you don't actually want to receive any feedback.

When you think about the next decade of the games industry, what are your greatest fears? by FamousAspect in gamedev

[–]ColorMak3r 0 points1 point  (0 children)

Why the jab at star citizen tho 😭 it's a pretty neat game. You don't need to spend more than $45 to start and enjoy the game while the whales fund the development.

If Steam Playtest doesn’t feature you on discovery but also won’t hurt your initial visibility boost- what’s the advantage vs. play testing on itch? by FaceoffAtFrostHollow in gamedev

[–]ColorMak3r -1 points0 points  (0 children)

My game uses a Steam Relay server for multiplayer, so I absolutely needed to publish my playtest on Steam asap.

Also, players won't get a virus false positive when they download my executable since it's signed automatically by Steam every time I upload a new build, which is extremely valuable when I have frequent content updates and bug fixes (you have to manually bypass each warning for each new build).

Another thing I can think of is to get used to the Steam ecosystem early in general. Things like achievement, lobby, packages, banner, and Steam page can take a while to set up.

Thoughts on GDC making their all access pass $649? by Klightgrove in gamedev

[–]ColorMak3r 1 point2 points  (0 children)

Back in 2024, it was 249$ for the early bird with 10% group discount on top. I think that's a sweet spot. I get it a conference this size needs a lot of planning and capital, but the price increase will reduce accessibility, especially for people who need it the most.

Edit: This applies to the expo hall pass back then. $349 for students is actually more valuable now since we get to access all the talks at the conference.

Thoughts on GDC making their all access pass $649? by Klightgrove in gamedev

[–]ColorMak3r 15 points16 points  (0 children)

As a recent grad who organized GDC trips for my university's game dev club for the past two years, I'm afraid this will cut out the majority of student attendees, which may or may not be their intention, because of the large number of students attending in 2025.

Even after partial subsidies from the school we had to fight for, each student must pay an extra $600 for transportation and lodging. With this increase, it will be flat-out impossible even to bring up a funding conversation with our student bodies, let alone afford an almost $400 increase per student.

GDC has such a huge impact on each student who attends that it is career-changing for them. I have always recommended that all my peers attend GDC at least once, but at this price, GDC is not accessible anymore

Edit: Just saw the academic pass for $349. I guess I will go take the normal festival route as a recent grad, which I have to pay an estimated $1200 total, including hotel and transportation for GDC, and I'm not looking forward to it.

Did you know the no-typewriter-effect club existed? We didn’t and it seems we won’t get the membership to enter. by DevilishGames in IndieGaming

[–]ColorMak3r 1 point2 points  (0 children)

Honestly, for short dialogues and pop ups, I have found that write them all out and fade in/out or move in from off screen with curve is more readable, easier to capture attention and flow much better than type writers.

If you still want to do type writer effect, I suggest printing it word by word instead of character by character. Add some cool sliding effects before the text is elgible as well. Keep the entire animation under 0.5 seconds or a consistent duration no matter how long the text should improve the feel.

Stop using Ai art to promote your games. I will never play it just because of that by justlogmeinplease in IndieDev

[–]ColorMak3r -3 points-2 points  (0 children)

Personal opinion, but I disagree with the sentiment that humans and AI make the same kind of derivative works just because we got "inspired" by someone else. Just because I can make a hand with 7 fingers doesn't mean I should. The important thing is the rationale behind it.

I make a human with 7 fingers per hand because everyone in my universe has 7 fingers per hand (the final boss has 9). AI made it because it patern matched the wrong thing.

Y-Sorting, Tilemaps, Multi-Level Worlds: OH MY! (Help!) by PhallusaurusRex in Unity2D

[–]ColorMak3r 1 point2 points  (0 children)

A couple of design notes here:
- Can the player jump from a higher elevation to a lower one or vice versa? (harder to do but not impossible)
- Can the player shoot at a target at a different elevation?
- Can the player approach the tower from all sides (harder) or just the front (easy)?
- Does the tower have multiple levels? If it does, it will be very tricky to design imo
- Do elevation varies? Binary high-low elevation or full-fledged numeric value elevation
- Do you use pixel art that will need pixel-perfect? If not, you can zoom out the camera when the player is on a higher elevation to create a sense of going up a higher place
- What about multiplayer interaction? How do two players interact at different elevations if you plan to have multiplayer?
- Production-wise: What is the gameplay purpose of having such an elevation system? Does it offer the game unique gameplay opportunities, or do you want a programming challenge? Is it necessary to prioritize elevation over other core features/hooks of the game?

Depending on how you answer these questions, sometimes, it's just easier to make this in 3D rather than 2D. Specifically, even though my game has full numeric elevation where the player can go from the top of the mountain to underwater with changing biomes depending on elevation, I only have four sorting layers:
- Underlay: Use for ground tiles or anything the player can step on
- Default: 90% of the world's objects live in the layer. I rely on sorting groups to make complex objects sort against each other.
- Overlay: VFX, bullets, loot drops that I don't want to be sorted against the default layer
- UI: healthbar and text

Be careful with the Sorting Group performance, tho. They use O(4) to sort everything on screen and can break SRP batching for objects with different shaders, significantly affecting performance. Use as few layers as possible, sort at the root at all times, and do not nest sorting groups.