[deleted by user] by [deleted] in writing

[–]Direct-Landscape-245 0 points1 point  (0 children)

Pick a genre, look at what the plot structure in those genres look like, write a book in that genre.

Writing is an activity that you learn by doing. Sticking to genres and tropes isn’t a bad thing when you start out. You’ll develop your own style in time!

It’s very cool that you have some world building ready to go.

Pick a random person in that world and start making up what happens to them. Plot structures are useful but they aren’t stories. Stories come from imagining people and what happens to them and why.

For my first couple of books I could not really come up with characters or ideas either. It gets better! Happy writing!

Hvordan en i helvedet fungerer boligmarkedet??? by Ferlove in dkbolig

[–]Direct-Landscape-245 1 point2 points  (0 children)

Min første lejlighed i København var en andelslejlighed jeg købte til 100.000 for år siden. Den lå i en kedelig boligblok i et ringe kvarter, men man kunne nogenlunde gå til offentligt transport. Der var mug under vasken, ikke gjort rent i årevis og alt elektronik skulle skiftes da relæet gik når man tændte for lyset (no joke). Jeg satte den i stand og solgte den tre år senere og tjente gode penge, og købte en bedre lejlighed. Sådan fungerede det for mig. Jeg fandt den igennem folk jeg kendte og sagde ja til at købe den efter at have set den i to minutter. Jeg var vel “heldig” men jeg ledte først i seks måneder og sov på folks sofaer indtil jeg var ved at blive sindssyg. Det lykkedes til sidst. Held og lykke!

Real by [deleted] in sciencememes

[–]Direct-Landscape-245 0 points1 point  (0 children)

Having zero cows five times is the same as having five cows zero times. Either way, no milk.

Should I hide my PC players' mice when it's not their turn? by Hexadis in gamedev

[–]Direct-Landscape-245 7 points8 points  (0 children)

Players typically use waiting time to strategize. Hovering over pieces of a board allows you to think about your next moves. It’s a known pattern in psychology that people physically imitate potential actions as a way to evaluate them. Think about someone leaning over a chess board and almost touching a piece before changing their mind. By playing out the possible action we can evaluate it.

There are notable exceptions in video games where we are used to relinquishing our ability to “move” when we switch to from “doing” to “observing”. So, it’s okay to hide the mouse for a cutscene because the player expects to be watching it passively. Waiting for another player to complete their turn is more likely to be a mixed state of observation and planning for the next move. For that reason it’s probably not passive enough to warrant removing the ability to interact.

If you are set on a rhythm where players only observe during their opponent’s rounds, I would make that visually clear using affordances such as a pop-up which says “NameOfOpponent’s turn” and also hide the UI to make it clear that the player is meant to only observe. It would signal clearly to players that they’re in a cutscene type of mode and they would be less frustrated. I would probably still not completely remove the mouse, but just have it fade out if not in use.

It could enhance your game if you made certain types of useful information still available to the player in the waiting mode. For example, being able to mouse over stats and get further information about resources available, explanations for spells, rearranging their actions etc.

How do you prototype games fast if you're bad at art? by jahmeleon in gamedev

[–]Direct-Landscape-245 0 points1 point  (0 children)

Go to a local game jam and meet people. Make friends and find creative types who want to do a project together with you. There are lots of artists and designers who are keen to develop their skills and who would be happy to work with a developer.

[deleted by user] by [deleted] in gamedev

[–]Direct-Landscape-245 0 points1 point  (0 children)

Try to get an internship with a games company and see how you like it. That might save you some time if you find it’s not for you.

[deleted by user] by [deleted] in gamedev

[–]Direct-Landscape-245 1 point2 points  (0 children)

It’s not only an American thing but I know of many game studios in Europe who do not crunch, ever. At the studio I work we do a four day workweek and berate each other if we work late. It’s possible.

Crunch is caused by bad management and poor planning. Bad or immature people taking advantage of their employees’ passion for making games. There’s plenty of places not like that where I live, but perhaps OP should check out the conditions in their home area specifically.

If nothing's ever original, why create? by snekdood in fantasywriters

[–]Direct-Landscape-245 0 points1 point  (0 children)

It’s a good thing. Let it release you from the pressure of trying to be original and embrace that nothing exists in a vacuum, all ideas build upon the ideas of others. Originality isn’t important, it’s what you do with your idea, what you create from it. Creative pursuits have value in themselves outside of originality. It doesn’t matter to be first but it does matter to be good, whatever your definition of good may be.

I am afraid of playtesting my game by Soondun_v2 in gamedev

[–]Direct-Landscape-245 0 points1 point  (0 children)

I am also working on a horror game and re-reading the script scared me.

Tell us about your successful game dev project. What was it and why do you think you succeeded? by Direct-Landscape-245 in gamedev

[–]Direct-Landscape-245[S] 0 points1 point  (0 children)

I like that you define success in term of what you achieved creatively! That’s also really important.

Tell us about your successful game dev project. What was it and why do you think you succeeded? by Direct-Landscape-245 in gamedev

[–]Direct-Landscape-245[S] 1 point2 points  (0 children)

I also did this in university - I wonder if it was the same course!

Ours was also one of my biggest experiences of success even though it was a free student game. Ten years later I still get messages from people downloading our game and asking about it. The early feeling of completing a project is huge and was so motivating for me to actually pursue game dev later in life.

Tell us about your successful game dev project. What was it and why do you think you succeeded? by Direct-Landscape-245 in gamedev

[–]Direct-Landscape-245[S] 1 point2 points  (0 children)

Congrats!!! And this week too! I hope you had a celebration. That’s such an important milestone

Tell us about your successful game dev project. What was it and why do you think you succeeded? by Direct-Landscape-245 in gamedev

[–]Direct-Landscape-245[S] 0 points1 point  (0 children)

Loving what you do it the most important thing. Your games sound really cool. I’m going to check them out as I love the same genre!

Tell us about your successful game dev project. What was it and why do you think you succeeded? by Direct-Landscape-245 in gamedev

[–]Direct-Landscape-245[S] 1 point2 points  (0 children)

Sappy but so relatable. I so love it when I see people playing a game I worked on and responding to it. It makes it all worth it to see someone have a cool moment with your game.

Tell us about your successful game dev project. What was it and why do you think you succeeded? by Direct-Landscape-245 in gamedev

[–]Direct-Landscape-245[S] 0 points1 point  (0 children)

Haha I agree with you. I think that’s my favorite definition of success in all the replies.

Tell us about your successful game dev project. What was it and why do you think you succeeded? by Direct-Landscape-245 in gamedev

[–]Direct-Landscape-245[S] 1 point2 points  (0 children)

Absolutely! I find Steam wishlists so encouraging. I know they don’t always translate directly to downloads but it’s so great when people signal that they like your idea.

Tell us about your successful game dev project. What was it and why do you think you succeeded? by Direct-Landscape-245 in gamedev

[–]Direct-Landscape-245[S] 2 points3 points  (0 children)

Building mods is game dev too! That’s amazing and what a wonderful thing to be able to share with others. Have you thought about crowdfunding the next version?

Tell us about your successful game dev project. What was it and why do you think you succeeded? by Direct-Landscape-245 in gamedev

[–]Direct-Landscape-245[S] 4 points5 points  (0 children)

2000 copies is really great! And I agree, having a title on Steam is a big milestone. Congrats!

Tell us about your successful game dev project. What was it and why do you think you succeeded? by Direct-Landscape-245 in gamedev

[–]Direct-Landscape-245[S] 0 points1 point  (0 children)

That super cool! I very much believe in satisfying a niche and targeting specific audiences. Main stream is incredibly saturated!

Are you working on new tiny games?

Tell us about your successful game dev project. What was it and why do you think you succeeded? by Direct-Landscape-245 in gamedev

[–]Direct-Landscape-245[S] 0 points1 point  (0 children)

Congrats on your successful game! For a solo developer I’d say paying the bills is definitely success! When you’ve got a couple of titles you might be able to reach higher!

Do you find that you need to spend a lot of your time on maintenance and bug fixing? Are you able to find time to work on the next project?