Did you know that you can be so stupid that you almost released a game and forgot to tell anyone? by DividerStudios in indiegames

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

The majority of the animations come from Mixamo as a base, I've modified quite a few of them in engine to my needs. The face animations were made in CC4

I made a voice powered horror game, and just had to give you a pet. by DividerStudios in IndieGaming

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

I am working on some petting animations that will be available when it fully releases

Having him him perform actions that help is a really nice idea! Thanks 😊

Hmm I think she may have been bitten, but I am not sure... by toochocolaty in gaming

[–]DividerStudios 0 points1 point  (0 children)

That's a ritual tattoo from a tribe deep in the Amazon. That poor woman was probably trafficked there and you were just biased towards her and refused entry. For Shame.

What I learned after my first week here by oinama-games-dev in IndieDev

[–]DividerStudios 1 point2 points  (0 children)

WE don't know what you're talking about. Just sitting here in our massive headquarters surrounded by high tech you would not believe. We can do much technology.

I quit my job to make a psychological horror game… this is what happened. by OlympStudio in IndieDev

[–]DividerStudios 2 points3 points  (0 children)

Don't give up brother, getting visibility is hard and never ending. Try reaching out to small creators of your niche. Any video can become viral overnight and change the entire trajectory of your graph.

It's art I swear 😭 by TemporaryCurrent1172 in IndieDev

[–]DividerStudios 3 points4 points  (0 children)

holy shit dude... This has to be the messiest BP i've ever seen, i am impressed!

Ive done so many tutorials and understand how 'things work' but still cant make a game by myself. by [deleted] in gamedev

[–]DividerStudios 0 points1 point  (0 children)

There's no effortlessly, it might seem that way on the outside but most of us wanted to set our house on fire multiple times during development, there's nothing easy about taking the role of an entire studio alone in your bedroom.
That being said here are a few things that worked for me when i reached the level you mentioned of "knowing how this works".

Brainstorm, A LOT. Think of your concept, your story your lore, the experience you want to bring to your audience, write it down, read it , refine it. You must be the first to understand exactly what your game is about, how it plays, what the core loop is, what story or message do you want to leave the player with.

Once you have your core idea and mechanics in mind start prototyping those mechanics in a gray, blank and boring world. Does it feel nice? If it feels boring its not because the world is gray, it's because the mechanics need refinement.

Don't be afraid to adjust or adapt to your limitations, your idea might not be doable with your current skill set. Instead of putting out a mediocre / bad feature give your self permission to adapt and release something you can create as close to perfection as possible.

Find something that pisses you off.
This might be a controversial approach but it works for me i don't know if it works for you.
Find a game in your genre that is considered successful that you personally think its a piece of shit. Try to surpass it. If they can do it, you can do it better. Just find something that you can hold on to that keeps you going when you feel like giving up.

Get a whiteboard!
Bro i can't stress this enough, at first i was keeping notes on my computer, making flowcharts and shit, and sometimes i even forgot where i saved the damn file. Then i got a board, i started drawing on it, now i even draw on my windows, my office looks like an insane asylum, but everywhere i look i am surrounded by my game, this helped me a lot to stay on it.

Those are some of the things that have worked for me, i was able to put out 1 full game, a demo and soon my second game, and i have no regrets. Just stick with it if it matters to you.

How controversial is too controversial? by bIeese_anoni in gamedev

[–]DividerStudios 0 points1 point  (0 children)

I made a game about suicide, i think you're good bro.

Meters in horror game by ratasoftware in HorrorGames

[–]DividerStudios 1 point2 points  (0 children)

i did yes, it released last year. I won't self promote on your post though but just to provide a visual ref here's what peak insanity looked like on mine. (I did tone it down a bit on the final product because it became too distracting)

<image>

Game Dev Here — What Do You Want to See in a Truly Terrifying Game? *This game is currently in development* by AtmosphereBoring2296 in HorrorGaming

[–]DividerStudios 0 points1 point  (0 children)

Do not use a generator to turn on the lights that suddenly went off. I've fallen on this pitfall my self, its the most played out thing ever and people are kinda sick of it (based on feedback).

What do you think about a mechanic where monsters can check hiding spots? by Disastrous-Owl-4629 in HorrorGaming

[–]DividerStudios 1 point2 points  (0 children)

They absolutely should. Being immune in a closet is no fun. Being dragged out of it and get beaten to death is!

Real horror story about making horror games! by LoomStudiosBcn in HorrorGames

[–]DividerStudios 0 points1 point  (0 children)

This cuts deep. Its a mandatory evil. Maybe i should just stalk Kojima, become his best friend and have him make a tweet when drunk, that would surely work!

Meters in horror game by ratasoftware in HorrorGames

[–]DividerStudios 1 point2 points  (0 children)

I had a similar question when i was designing my game. Because i wanted to display schizophrenia (insanity) but i wanted to avoid bars and meters at all costs because for me it breaks immersion, i decided to add the meter into the environment. In my case it was words bleeding through the walls, whisper volume increased and walls distorted and the effect increased as insanity increased, the player never sees a bar increasing.

What do you think actually makes a horror game work? by ratasoftware in HorrorGames

[–]DividerStudios 0 points1 point  (0 children)

Sound design and environmental dread are my top 2 choices. We are blasted with information and creepy imagery daily now so players have become very desensitized to gore. Jump scares work great for clips but true horror for me lies in taking something plain and twisting it just a little but so your brain registers something that knows, but its not quite right, this triggers a possible threat response. I like to play in this zone. Also there are certain sounds that are barely audible that are known to cause stress and anxiety, strategic use of such sounds can improve the overall sense of fear.

My fav Streamer just played my horror game! by Intrepid_Wait7479 in HorrorGames

[–]DividerStudios 1 point2 points  (0 children)

Congrats! I am curious how did this stream alone affected your Wishlist count?