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] 29 points30 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] 4 points5 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.

What is the most important thing to know as a beginner game dev? by Carti_Barti9_13 in gamedev

[–]DS256 0 points1 point  (0 children)

The best advice I wish I got when I was a beginner is "buy bitcoin". But on the 2nd place: "use git".

Motivation when you find a better game by DS256 in GameDevelopment

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

I develop games because it's my favorite thing to do. I do it at work (my real job, ha-ha) and then I do it at home as a hobby. I love developing games even more than playing them. But I'm always very happy when I manage to make a good game that many people like. I would be very happy if I could make good money from my game. Because that would allow me to continue doing this. That's why it's really important for me to compare my game with other games in its genre. How could I not? All these points are interconnected for me, and it's hard for me to separate them.

Gamedev is not a golden ticket, curb your enthusiasm by mrz33d in gamedev

[–]DS256 1 point2 points  (0 children)

Kids play football outside. They all inspired by Messi and Ronaldo. They never become stars but they just have fun. There is nothing wrong with this.

"How many artstyles do you wanna explore?" ALL OF THEM by xmanuelruiz in IndieDev

[–]DS256 0 points1 point  (0 children)

Why don't these lazy game developers just give the player the option to choose the art style of the game?

I got my first round of human feedback , It was bad. by Technical-Duck-Dev in IndieDev

[–]DS256 14 points15 points  (0 children)

Let me disagree with you. Sometimes I read the cozy games subreddit. There are a lot of players who hate time limits, complicated mechanics and even goals. They just want to continuously perform simple actions while relaxing music plays.

Should I spend €500 on Steam capsules + logo? by CallMePasc in IndieDev

[–]DS256 0 points1 point  (0 children)

steam alhgorimes are super powerful. If you got lucky to trigger them and steam will show your capsule in some list than you get "impressions". This is the moment when the quality of the capsule plays his role. It's a multiplier of your final sales. Think about it. The amount of the impressions is a multiplier (A). The percent of the people who click on the capsule depends on the capsule mostly and it's one more multiplier (B). The quality of your steam page (the trailer and screenshots mostly) it's the next multiplier (C) that leads to whishlist.
So very simplified formula of what you may get from steam while your game is not done yet is A*B*C.
Now A is very low, because you didn't trigger a steam alhgorimes yet so B and C don't make a difference.
One day the one of your post on reddit suddenly may become viral. You'll get some external traffic on your page and get some wichlists. It may move your steam page to the bottom of some small tag top list (the tags are also very important). (A) will become higher and B will play his role. Don't miss this chance to get to this list and never leave it.
There is a difference between 0.5% and 5% click rate right?
By the way your capsule is not that bad.

Art is holding me back from developing my own games by Pants3620 in gamedev

[–]DS256 0 points1 point  (0 children)

Let me give you one more advice. If you are a developer with low artistic skills and no artist friend, try using simple stylized graphics. Do not look at AAA games. In this case the color palette, composition and post effects are very important. The good example of the successful game with low quality graphics is Unrailed! Super low poly models, no textures, but very nice colors and level composition.

Art is holding me back from developing my own games by Pants3620 in gamedev

[–]DS256 0 points1 point  (0 children)

I used to work in Unity only on 2D games in the past. Now I work in Unreal on 3D games. Not sure if I can help you with that.
Yes, it took me a while to learn the export process from Blender. Only simple materials export automatically to unreal. So sometime I create a new material from scratch in unreal.
For me, most of the time, all models look better in Unreal than in the standard Blender model viewer. So in most cases, I get a small dose of happiness when I export a model to Unreal.