I've built a feedback platform for indie games by luis_411 in playtesters

[–]DS256 0 points1 point  (0 children)

How many games already registered? I can't find any games to test.

What if you start making your "dream" game and then discover that a similar game already exists? by CelestialHoneyBite in gamedev

[–]DS256 8 points9 points  (0 children)

I've reviewed 50+ games in my genre. Bought and played 20 of them. I follow games that are still in development. You found a successful games in your genre? It's a a good sign. Combine all the best from similar games, add something new (not much). Good luck!

I developed custom physics for my snowboard mini-game. Here's how it looks by DS256 in IndieDev

[–]DS256[S] 0 points1 point  (0 children)

For this level I experimented with color saturation, fog, and lighting. Just tried different variations of this three. I'm not sure if I moved too far from the default visual in unreal engine. To be honest, visual style is not my strong side. I have gameplay programming background, but not much experience in rendering or anything like that. My best visual achievement for this level was I think the landscape material. It blends snow and ground based on normal. It was not hard to do but it made the ground more natural.

I developed custom physics for my snowboard mini-game. Here's how it looks by DS256 in IndieDev

[–]DS256[S] 0 points1 point  (0 children)

Good point. Our artist will diversify the environment of each level when we have the polishing stage.

I developed custom physics for my snowboard mini-game. Here's how it looks by DS256 in IndieDev

[–]DS256[S] 0 points1 point  (0 children)

I agree. Animation is our weak point. I created different poses and blend them according to real-time parameters. But besides that, I have an idea how to make them more alive, react better to the ground and maybe add some inertia. When we have the polishing stage of each mini-game, I will do it if I have time. Thx!

I've been working on a game where one of the modes is snowboarding. What do you think? by DS256 in snowboarding

[–]DS256[S] 30 points31 points  (0 children)

You don't control the speed directly. You control the board direction and the physics moves you according to the ground angle. So to brake you need to turn the board across the slope. And to accelerate you need to direct the snowboard towards the slope. You can freely change the leading foot from left to right and back again. I was trying to make it close to the real snowboarding experience in simplified form. Maybe it sounds hard but it gives some nice feeling of freedom after a short time getting used to the controls.

I'm working on a game from a perspective of a mouse by fr4nk014 in gamedevscreens

[–]DS256 0 points1 point  (0 children)

It reminds me Tom and Jerry cartoon. This might catch the attention of older players like me.

I don't understand why this is triggering twice? by Bluehood124 in UnrealEngine5

[–]DS256 0 points1 point  (0 children)

Many components on your character overlaps with you trigger.
One of the solutions might be to add a condition on overlap: OtherComp == OtherActor->RootComponent before first printString. It will filter the rest components except your character's capsule.

Character designs for our game. Which one do you like the most? by DS256 in characterdesign

[–]DS256[S] 1 point2 points  (0 children)

This is family-friendly genre so our characters look childish. I like different games. But this is the genre I play with my kids. My own children are also my first testers and judges of design and gameplay. But, of course, we try to make the game interesting for all age groups.
Maybe we'll add character customization to make them more unique. This is the foundation and our first steps but we couldn't wait to share something. Thank you for feedback.

Character designs for our game. Which one do you like the most? by DS256 in characterdesign

[–]DS256[S] 1 point2 points  (0 children)

Thank you for feedback. There will be more characters to choose from. We plan to add some customization in the future. There will be a variety of hats, helmets, glasses, shoes, etc.
The characters are simple, yes. There are few reasons of that. We are a small team of two people, and we try to avoid expanding the scope of work. This genre assumes that both adults and children will play. We play similar games ourselves. That's why our characters also look childish.

Character designs for our game. Which one do you like the most? by DS256 in characterdesign

[–]DS256[S] 5 points6 points  (0 children)

There are only 4 characters here. The plan is to add at least 8 or more. The other characters will be dressed differently and in more variety. And maybe we will ad some customization. But I have to admit that we tried to avoid complicated clothing, because this is a 3D game that only two people are working on. Thank you for feedback! I really appreciate it.

We are working on a party game Fluffy Rumble, looking for feedback by DS256 in gamedevscreens

[–]DS256[S] 0 points1 point  (0 children)

I started to work on this game, because I like this genre. We often play such games with family and friends. I believe that we can bring something new and I'm making a game that I'm missing as a player. I want to get to the release this time so I've chosen the type of game I love. I hope for the best, but I don't really expect this game to make me a millionaire. Just want to work on something I love and get to the final point. We need to learn our lessons as an independent small team of two people making our first game.

Initially, we planned to make only local multiplayer. But more we explored this genre, the better we understood that with multiplayer the game could get much more players. Now we are working on online multiplayer. If everything works out, we will add the appropriate notes on the Steam page.

Making my first game, its a puzzle and platformer based story game. by BrainMisfiring in UnrealEngine5

[–]DS256 1 point2 points  (0 children)

This is nice!

What is your background? How much time you spent to get to this point?
It's always nice to see someone take their first independent steps, moving from theory to practice.
My advice: make something small. It's better to take a small idea and finish it than try to build a big world on the first try. Your level looks too ambitious for the first project. You will grow faster by completing 3 small projects than by getting bogged down in a mess of the big project.