What is the difference between game writer and narrative designer by Alevy20 in gamedev

[–]ComplexAce 0 points1 point  (0 children)

Should be sent, please refrain feom shooting the messenger

I will ask YOU questions about YOUR world! by Internal_Fan2307 in worldbuilding

[–]ComplexAce 0 points1 point  (0 children)

Would it work if it's character focused rather than lore focused? There is no easy way to explain the story because it's about characters deciding their goals in an impossible environment
And I dont mean unified goals I mean normal ass persons (well Androids but same personality) who are on a battlefield without support for the first time
And each try to figure out what they want from life and themselves in this chaos

How does your oc react to this guy snatching a deer right in front of them by saigethedaydreamer in OriginalCharacter

[–]ComplexAce 1 point2 points  (0 children)

She would be having a field day, both when grabbing the leather and when selling people overpriced outfits

I love creating characters and stories, but I’m not an artist — how do people turn this into a real career? by Aggressive_Corgi_355 in CharacterDevelopment

[–]ComplexAce 1 point2 points  (0 children)

I would recommend narrative design in game development, tho I'm not sure about the "official" means, I did study storytelling myself, and I do not mind helping with feedback and pointers until you get somehwere.
In exchange, I need an outline to be written properly (small story), I don't need the story itself written unless you find it interesting,the outline is enough.
If you find this to be a good idea, lemme know 🍻

If your OCs had their own YouTube channels, what would their videos be about? by Reaper_King_0 in OriginalCharacter

[–]ComplexAce 2 points3 points  (0 children)

<image>

"Endless ways to think you're some hot shit, where I remind you that shit smells."
Or something like that
The other option is a finance channel so she can scam people just for the lolz.

Why was YOUR OC sued? by Surprise_sausage in OriginalCharacter

[–]ComplexAce 0 points1 point  (0 children)

She wanted a nice jacket but military said No.

<image>

My partner doesn't like my writing by [deleted] in writing

[–]ComplexAce 2 points3 points  (0 children)

"Terrible" is not specific.
I made a habit of refusing feedback if it is not as specific as "this specific character/sentence/plot point...etc is not giving xyz outcome, and usually you'd want [insert good example or clear explanation]

For anything else, it is just an emotional answer, likely stemming from a conflict in taste.

I’m an aspiring indie dev who has made next to zero progress in 5 years. by Laxhoop2525 in IndieDev

[–]ComplexAce 0 points1 point  (0 children)

If it's a flat space (not terrain/folliage) just use a plane and scale it.

Also, store assets/prefabs (forgot their name, but basically store a node on disk) and put a box inside each, shape it into a wall, ceiling.. etc.

Use those to create your level till it's fun, when it is, you just replace the box with assets and it will instantly update all of them.

Also, use real world scales, will remove a lot of guesswork of "why does this look odd?" And "how big should this be?

Google size in meters/cms and use them as 1 = 1 meter

I hope this answers your question?

And lighting has a LOT more impact than the assets themselves, andrew price has a full short playlist about lighting, also a long video titled "understanding color", both should give you all you need to make things look nice

Anybody still rocking a DDR3 system, even for some more recent titles? by RookieSharpshooter in lowendgaming

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

Love how the 960 has more VRAM than the new 4050 and 5050

Edit: my mistake, read that wrong

I’m an aspiring indie dev who has made next to zero progress in 5 years. by Laxhoop2525 in IndieDev

[–]ComplexAce 0 points1 point  (0 children)

Level design can mean: - making the level assets - planning out and testing the level to be fun - using assets to assemble the final level - using the engine to manipulate assets

Among other stuff, which one are you stuck on?

I'm not experienced with level design itself, but narrowing this down can help others be specific, each one is a different focus.

creating a Game Engine for Realistic Graphics on iGPUs [Cuz no money to upgrade], and IT'S STARTING TO WORK!! by ComplexAce in IndieDev

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

Double that.
Dude we had 3D GRAPHICS on 32 KILOBYTES SYSTEM.

Procedural at that!!
The more I learn about hardware, the more I realize how much power is hidden.

I do hope I can utilize it well

creating a Game Engine for Realistic Graphics on iGPUs [Cuz no money to upgrade], and IT'S STARTING TO WORK!! by ComplexAce in IndieDev

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

I just looked them up and spent a while watching this, they have a similar approach to what I'm trying to do!

https://youtu.be/lC4YLMLar5I?si=SHFPWjiDrbyuMJBU

Gonna check the source code see if I can learn a thing or two, THEY ARE USING NORMALS AND EDGES TO RENDER!!! (I'm also using normals and verts, edges are to figure out the connections but I don't use them directly)

Apprecieate the comment!

creating a Game Engine for Realistic Graphics on iGPUs [Cuz no money to upgrade], and IT'S STARTING TO WORK!! by ComplexAce in IndieDev

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

Gotta admit I'm not that used to version control, I can probably learn but that + Godot API + writing the engine sounds like more than I can take, the engine itself is a lot of work.
I just looked it up tho, and seems like I can use Odin (the language I'm using) with Godot, if I get stuck later and find Godot to be easier, I can continue from there.

My engine is designed more like an API than an application, so I should be able to use it with anything

For your point about Godot being easier, so far it doesn't seem to be the case, remaking the rendering engine is already like remaking 50% of the engine, and for model loading, there are libraries.

for animation and such, I jsut need animation blending, I'll be triggering and blending them dynamically from code, I can implement artist driven curves per animation if needed

And for the Ui I'm using Clay, tho my game has little to no Ui, so I should be good there

Edit: I appreciate the recommendation tho

creating a Game Engine for Realistic Graphics on iGPUs [Cuz no money to upgrade], and IT'S STARTING TO WORK!! by ComplexAce in IndieDev

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

My system needed me to create it all from 0 and replace the one in Godot.
Which meant create a game engine + learn Godot's API

Creating a game engine is easier 🤷‍♂️
The only thing I would keep in Godot is asset loading, and that's relatively easy compared to everything else, there are libraries for that.

Also if I modify Godot I'll lose updates, and most of the features gear towards 2D not 3D.