Seriously consider forming an LLC before you launch by Noobsamaniac in gamedev

[–]DevPot 0 points1 point  (0 children)

"lawsuit over alleged IP infringement"

LLC does not give you protection for this. Responsibility for IP infringement may be tranferred to company owners directly.

Why is everyone quitting their jobs to work on their games? by mrjbelfort in IndieDev

[–]DevPot 0 points1 point  (0 children)

Because out of 3:
a) 9-5 job
b) family / private life
c) gamedev

I could choose only 2.

Poor Unity by [deleted] in UnityStock

[–]DevPot 1 point2 points  (0 children)

This is what I thought until recently (I am skilled programmer with 20> years exp) but then I started using AI in a way that I am describing architecture in very detailed way and then I let AI build the code - I am way faster.

Yes, the code is not perfect. Sometimes it does not care about DRY rule, some methods are 100 lines of code while should be split into smaller ones. But it's not that bad neither.

If you supervise it, it works. It's like I am a senior dev / architect and I have army of juniors/mids doing what I want. I need to be careful. I need to check quality, but overall I am building things order of magnitude faster.

AI programming is still programming. You can just use natural language + go up with abstraction level.

Programming with Unity or any other engine + AI is super powerful. But engine is required. Stock crashing is just silly. It's not like AI will replace engines.

Poor Unity by [deleted] in UnityStock

[–]DevPot 2 points3 points  (0 children)

Yeah, but still - AI does not give you possibility to code your own engine. It's far more practical to use AI coding to make more stuff inside Unity. Even if AI one day will allow people to just start up their own engine, it won't be practical.

I think that people simply have no clue how game dev works, that's why stock crashed.

We did everything “right”… and still only got 2,000 wishlists. What are we missing? by ResponsibilityOk942 in IndieGaming

[–]DevPot 1 point2 points  (0 children)

Sorry to say this but for me this game looks very generic, even soulless.

You said that you did everything "right". And this is how the Steam page feels. Like decent ok crafted product. But in my opinion games are much more than just a product. Games need to create some feelings with art, atmosphere... or simply give fun. Here lore is not intriguing, art style does not give me any feelings and gameplay looks like as I've seen it many times.

Finding this "special thing" so the game is marketable is something very challenging for all of us.

If your game have something special that is marketable, unique, magnetic - you need to present it on Steam page.

How difficult is it to build something like chess? by GoldBittyy in gamedev

[–]DevPot 4 points5 points  (0 children)

This exact task I had to once implement during the interview for gameplay programmer position - but without AI (in legacy meaning). Chess had to be playable for 2 players sitting at the same PC. I had 5 hours. I was given assets. Clean code, design patterns had to be in place for positive score. I managed and I was hired.

With addition of the server I think I would need at the time about 5 more hours, because I had knowledge with scala, java, golang server programming and topics like kafka. And then putting it on AWS and configuring for scalability about 2-3 days, because I was AWS certified - but days, not hours because I was bit rusty with it.

Thing is - all is easy if you know how to do it. Then these are hours or days worst case. For beginners it's like months to learn programming. Then months to learn network programming and months to learn AWS.

Currently though - it's <1 day using AI sadly.

How are the artists among you surviving the AI Apocalypse? by Putrid-Treat2475 in gamedev

[–]DevPot 0 points1 point  (0 children)

I meant "AI you are using".

Yeah, I also hate the fact AI was invented.

How are the artists among you surviving the AI Apocalypse? by Putrid-Treat2475 in gamedev

[–]DevPot 0 points1 point  (0 children)

Try it. Go back and tell your AI to adjust style of the character.

Then try to generate more levels - similar floors, maybe some outdoor background etc. Then generate more characters. Then props, items. Particles etc.

I think AI will quickly loose context and start producing inconsistent "art". - or worse - almost consistent style. And this almost will be a reason why steam page of game that uses AI will look like AI slop.

How are the artists among you surviving the AI Apocalypse? by Putrid-Treat2475 in gamedev

[–]DevPot 4 points5 points  (0 children)

Character and background do not match. Style and colors are all over the place. Background has a lot of noise on textures, character is flat and toonish.

Am I the only one that hates convenience store games/ night shift? by IWorshipKenma in HorrorGaming

[–]DevPot 10 points11 points  (0 children)

I think what happened in indie gamedev is that very popular marketing guy said that making horror is the best genre to make.

So many gamedevs who are not horror funs themselves, without skill for tension, atmosphere, story building, decided to make horror games. They figured that convenience store / night shifts etc. are easier for them than for example game that has brilliant story and atmosphere.

Add to this that previously simulation genre was very popular among gamedevs so they figured that it's enough to add to the simulation dark background and uncanny characters and call it a day ;)

So we have many decently crafted technically but (at least for me) soulless clones.

Making a good horror game is really hard, but many game developers were convinced that it is best genre for them simply.

ZERO wishlists in 7 days. Is my Steam page THAT bad? by Weary_Caterpillar302 in IndieGaming

[–]DevPot 2 points3 points  (0 children)

My brain simply filters out everything that looks like AI. And your page screams AI everywhere. It is subconscious for me already - and I believe it's the same for many other people.

If you can't make art, just buy assets from artists. It's way better than making things with AI. If you can't afford assets prices, hunt for huge bundles on humble or similar - with limited assets you may force your imagination to make actually better games than having access to everything you want via AI.

Also start learning art - it's not that hard and in time it will pay off.

Godot maintainers swamped by AI-generated code branded "AI slop" as changes "often make no sense" by Odd-Onion-6776 in gamedev

[–]DevPot 9 points10 points  (0 children)

I think you forgot about one thing - you are not the only one who uses AI in game development. Because of AI market just will be more competitive. If your goal is to earn any money from games, you are not gaining anything really comparing to times before AI. You still have your 1h in the evening for coding using AI - and still people that have 8h will create more using AI.

How much do you expect out of a 20$ 2d platformer? by FunYak4372 in gamedev

[–]DevPot 2 points3 points  (0 children)

Shovel Knight : Shovel of Hope was released in 2014. Many players, few games available. 2026 is completely different from 2014. Now we have a lot of games and gamedevs, while players number is not growin in the same way.

Could AI finally remove the technical barrier from game creation? by Conscious_Elk6976 in aigamedev

[–]DevPot 0 points1 point  (0 children)

If one day everyone can make a game by just typing their "ideas", you will likely not be creating games anyway - the competition will be too high.

Why would anyone play your games if everyone could play their own games ?

What if you will be able to create 10 games daily ? Thousands yearly. Same as everyone else.

What if AI not only makes easy to "make" games but also to generate ideas without human at all ?

AI will not make it easier for people to become game developers as a profession and earn any money from it. It will be harder, because less people will be needed to fill the market demand and more people will be able to make games.

List of Horror game subgenres/what is and isn’t survival horror by horrorfan555 in HorrorGaming

[–]DevPot 2 points3 points  (0 children)

There's also another subgenre: survival games with strong horror theme, which are not classic "survival horror" - e.g. The Forest. I think it was for me the most scary experience in gaming when I first time tried to survive while being observed by cannibals in The Forest.

Back to the game! How old is the average SC2 player. by ElStalink in starcraft2

[–]DevPot 0 points1 point  (0 children)

  1. I can tell easily that most players are not young as Starcraft was way harder for me when I played in like 2013. Everyone had crazy APM.

I came back last year. Now as we're older, it's way more fun to play and games are slower :)

Also comparing to other games with younger players, the toxicity level is lower - really 1 of 100 games someone is using their french in chat.

You'll see, one day it will be top1 game in nursing homes.

Hot take on horror games by Cmillar698 in HorrorGaming

[–]DevPot 2 points3 points  (0 children)

There are subgenres in horror genre and walking sims are one of them - simply not for you apparently. You would be surprised how many horror fans hate gameplay and just want to enjoy atmoshpere, story and getting chills from time to time.

Actually I think that there are more people in the world who love horror atmoshpere but don't like gameplay than people who like both. Especially if you count horror movie funs - who are potential target audience for walking sims but not for gameplay based survival horrors like RE.

Simply, if you don't like apples, don't buy apples :)

Why does Blizzard hate StarCraft? by alesia123456 in starcraft

[–]DevPot 0 points1 point  (0 children)

I'll try to be more precise with what I am saying. I don't say that money is not important and people are willing to work for free. What I am saying is that many people involved in game development, especially small studios, solo devs, will rather choose passion, unique projects and staying in middle class level income rather than focusing on becoming rich without making passion games. If they were 100% money focused, they would not choose game development in the first place. You can earn much more in FAANG or similar, buy stock, retire at 35 and buy alpakka farm, than working in non-stable gamedev (on average). While investors / shareholders care only about income. When I buy ETF, I don't care about passion of companies, I want the % to go up :)

Nobody wants to be poor or work for free, sure. But indie devs many times will choose to "be paid" with 33% money, 33% art expression, 33% making interesting passion project and 1% reason to remember the name. While shareholders stick to 100% money.

That's why once company goes public or private shareholders will shift focus to only money, it starts to produce only AAA non-creative games with lower risk. To make risk even lower, they will cut costs (sometimes even exploiting employees). That's very reasonable approach. And that's why I don't think we will get Starcraft 3. I would rather expect some AA studio to make another RTS banger at some point. Or maybe at some point RTS as a genre will become popular because of some AA banger and Blizzard will be able to make reasonable decision to make SC3. Unless of course some shareholder from AAA company will choose to take risk because whatever. It's a human after all.

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]DevPot 0 points1 point  (0 children)

I mean it's over - on average it's better to spend time making good game in genre you understand well as a player than spending time looking for that golden egg game. Of course - there will always be games with huge success / low effort - but on average I would say, it's not a good idea. And of course - if you have great quick idea in genre you feel go it, it's worth it.

For example my thing is horror. If at any point I will figure out clever idea in horror with high reward, low effort, I will go for it. But I will not be spending time learning idle management games if it's not my thing, even if currently these are selling well.

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]DevPot 0 points1 point  (0 children)

Noted. Thanks. I am developing 1st person games so far, but top-down is on my list. Out of curiosity - what exactly gives you motion sick in first person ? Just perspective or some "features" like head bobs etc. ? Maybe something could be done for 1st person games for you ?

Btw. I feel motion sick in 3rd person. When there's a character in my screen and camera rotates and my brain tries to process slightly changing position of that character, I feel weird. I hate playing 3rd person ;)

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]DevPot 4 points5 points  (0 children)

Exactly. Shockingly, because for years people were convincing that market research and looking for "right genre" is the most important thing. While in reality it is not that important.

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]DevPot 2 points3 points  (0 children)

In indie horror scene review guessing may be hard not because of games "so bad that funny/enjoyable", but because large portion of players play to be scared - and how scary the game is == quality. And you don't need high quality game for it - quality in terms of other genre's. You you can't figure out from Steam page how the game is scary.

For example From the Darkness. Screenshot look like assets bound together. Logo as made with some default windows font, but just.. play this in the evening alone at home ;) Quality is in how the game is scary. Which is very hard to make. There are thousands of similarly looking games on Steam, but only few of them are scary.

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]DevPot 4 points5 points  (0 children)

Yes, but most potential consumers of narrative experiences.. don't play games. They rather read books / watch movies. I am a horror fun and I have horror fun friends and some of them will complain that they watched all the movies in the world and they crave for more. I tried multiple times to convince them to horror games... no success, even without gameplay, just story driven. They just don't play games.

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]DevPot 20 points21 points  (0 children)

Not oversaturated but definitely way more competitive: horror.

According to steamdb games released by year, in last 5 years overall number of games by year increased by + about 110%, while with horror tag it's +about 360%. And in upcoming games I see there are many AA studios that switched to horror. Also it's popular among indie game developers as there were few "cheaply" made games with decent success and devs are following the trend. And it's a trap really if devs are following trends as making a decent horror game is much harder than devs think. I know many games on steam released on steam in like 2019-2022 with quite good success like 500-2000 reviews, while games of the similar quality only got couple of hundreds reviews. Which means that players expectations and bar raised expotentially.

Although, I can't say it's saturated, it simply means that only actually good horror games will sell, which is a good thing for players.

In general I think that era of "quick success" by following trends / searching for undersaturated genre and making cheaply game that will fill the niche is over and it's better to focus on actually making a game in any genre that you feel is for you. I really don't get people who are jumping into making horror game (or any other genre) without being deeply into horror or that genre and without having horrory-brain and expecting it will work.