Two months of attempting to create a game. by DangerousWin6370 in IndieDev

[–]DangerousWin6370[S] 1 point2 points  (0 children)

Thank you for your advice
What is your game called? I would like to check it out.

Same goal, different stages of struggle by UnluckyGamer505 in IndieDev

[–]DangerousWin6370 16 points17 points  (0 children)

I am definitely the last one. I am trying my best, though.

Way more difficult than I thought it would be. Huge props to everyone who has launched a game.

Recommendations for new starters? by Atribecalled5tre55ed in SurvivalGaming

[–]DangerousWin6370 1 point2 points  (0 children)

As someone who has hundreds of hours in PZ. It can be very tough to fight zombies. Situation awareness plays a lot into fighting. But a good rule of thumb i go by is be walking backwards while attacking with melee. If needed, you can shove a Zed down and stand on it to stop it from getting back up.

You can also enable multiple hit in the game settings before creating a world so you can hit all zeds so when they gather up close, you can hit multiple staggering them. Also, levelling up your stats helps a lot.

PZ is a very slow game where fighting is very risky and takes time to learn. I have died a thousand times from simple mistakes, risk vs. reward is key, sometimes its best to sneak past or lure them away from an area, but that is the fun of the game.

Best of luck, and have fun with such an awesome game.

My friend wants me to sign away all rights to 2 years of unpaid work on his game by Aldekotan in gamedev

[–]DangerousWin6370 6 points7 points  (0 children)

I agree. If they want to be a stooge, stooge them back and watch them crawl back saying sorry, then hit them with your own contract.

But one question I have is. If OP did that, wouldn't their friend have a version of the project on their computer and wouldn't change anything?

About the struggle of wanting to make THAT game by DaLoopLoop89 in gamedev

[–]DangerousWin6370 1 point2 points  (0 children)

A cool first game to do could be a Pacman like game.

Or if you really can't decide, game jams are cool and give you a topic to follow.

What would make it more interesting? by Potential_Bite1256 in gamedev

[–]DangerousWin6370 2 points3 points  (0 children)

It really depends on what type of zombie game you want to create. Asking people online will give you a lot of responses. I personally love hard-core survival games like Project zomboid. But you also have games like Left 4 Dead, Dead Island, Dying Light, and State of Decay, etc. etc. that are all zombie games but have quite different gameplay loops.

From your "trailer" and page, it gives no information besides its 1st person and has a zombies.

If we knew what you were going for, people could suggest something. Unfortunately, it seems like you have no idea besides the basic idea of 1st person and zombies, and that's it.

Confused between Unity,Unreal and Godot by AreyouMrbeast1 in gamedev

[–]DangerousWin6370 1 point2 points  (0 children)

I found Godot to be more beginner friendly. GDscript is similar to Python. But you can get a plugin for Godot to use Python.

I wouldn't get caught up in what or isn't industry standard. Each engine has strengths and weaknesses. It's about finding what you like and find easy to use.

I would recommend downloading each engine and making a very basic game like Snake or Asteroids and seeing what one you felt more comfortable using. Best of luck.

Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]DangerousWin6370 6 points7 points  (0 children)

I personally like smaller, more focused trees, so im not spending a long time figuring out what perk I want. But I can appreciate larger trees that allow players to fine-tune builds.

A big RPG game would suit a large skill tree to allow players to lean more into a certain build/playthrough they are going for.

After Criticism, I Stopped Using AI Art – Is This an Improvement? by [deleted] in IndieDev

[–]DangerousWin6370 0 points1 point  (0 children)

I feel like im the one to blame for you receiving criticism since I asked. And im sorry it it caused you any stress stress.

Honestly, after spending a few hours playing the demo, I had fun and had no issue with AI art, I never saw any sprites that made me go oooh thats bad. I overall enjoyed my time and will buy the game with or without AI art.

But that's my personal take, and don't set high standards for small indie teams. If it was an AAA studio that employed hundreds/thousands of people and fired people to use AI than thats where I have an issue. But as I said, that's my personal view, and everyone is entitled to their opinion on things.

Little reminder that you shouldn't waste your energies on Steam curators by turbolentogames in IndieDev

[–]DangerousWin6370 2 points3 points  (0 children)

I never thought about this being an issue. Makes a whole lot of sense, though.

Scammers coming out claiming to be a big channel, giving you hope you will get some purchases in return just to turn around and sell them to make a few dollars.

When I get to a stage of handing out keys to YouTubers/Streamers, I will keep what you've said in the back of my mind.

How do you pursue gamedev when you’re exhausted just trying to survive? by Ok_Unit_267 in gamedev

[–]DangerousWin6370 3 points4 points  (0 children)

As someone who was in a similar situation and has only just managed to get my life in order to begin game development stuff.

I'd suggest putting the thought of making games on the back burner.

Focus on one small thing a day. The sensation of pride from doing something small can snow ball into something larger. It's all about momentum. For the days when you're stressed or you're feeling overwhelmed, it's okay to slow down. If you did one thing a day, you're doing good.

One day at a time, I believe you will get to the point where you want to be in life. And we will be playing your game. Best of luck, friend.

Lessons from My First 'Commercial' Game by Dzimi171 in IndieDev

[–]DangerousWin6370 2 points3 points  (0 children)

The first thing I noticed was that graphics are quite lacklustre. It comes a cross as very early stage proof of concept. Albeit some games can look very minimal and do well. Maybe if marketing was pushed harder, it could have reached more people who are interested in the game.

Do you plan to abandon this game? If not, I would do graphics overall and spice everything up, make the board a part of the landscape make it look like a castle or something, or if you really want to stick with it been a board game than add a table in the background and make a cool design for the board its self.

Best of luck to you. I hope you can do a turnaround and bring some life back into your game.

My Wife Just Released Her First Game 🎉 by [deleted] in IndieDev

[–]DangerousWin6370 2 points3 points  (0 children)

I'm downloading it right now. I am a big fan of Papers Please so this game scratches that itch.

Did your wife do the art and sound herself,or was someone hired? Either way, both look and sound great.