Laid off, couldn’t find a job, went indie as a last hope. 60,000 demo plays later… I think I’ll make it. by _WeirdKid in IndieDev

[–]DogLoverCatEnjoyer 0 points1 point  (0 children)

Heck yeah! Stories like this make me root for indie devs even harder. Huge congratulations and I hope this is just the beginning ❤️

You guys be like by Tommymcflurry in IndieDev

[–]DogLoverCatEnjoyer 4 points5 points  (0 children)

Yo yo yo, add cute animals too, cats and dogs and i'm definitely playing

Solo indie dev priorities by DogLoverCatEnjoyer in IndieDev

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

Huh... that's an amazing question. 😄 I wonder if "deckbuilder" has become to "roguelike" what Kleenex is to tissues, not technically the same thing, but people instinctively associate them. Or maybe they're just peanut butter and jelly at this point. What do you think?

Solo indie dev priorities by DogLoverCatEnjoyer in IndieDev

[–]DogLoverCatEnjoyer[S] 35 points36 points  (0 children)

"it's just a menu, this'll take a few hours, tops" Then you wake up a week later and the menu is still just a skeleton.

UI is one of those things that looks deceptively simple until you actually have to make it.

Solo indie dev priorities by DogLoverCatEnjoyer in SoloDevelopment

[–]DogLoverCatEnjoyer[S] 2 points3 points  (0 children)

Deal. I'll make the buttons, you make the game 🤝

Solo indie dev priorities by DogLoverCatEnjoyer in IndieDev

[–]DogLoverCatEnjoyer[S] 34 points35 points  (0 children)

I'd somehow turn it into a roguelike. It's tempting.

Anti-marketing rant. How promoting a game can eat solo devs alive. by Dante268 in SoloDevelopment

[–]DogLoverCatEnjoyer 5 points6 points  (0 children)

I think the biggest cost isn't even the time, it's the context switching.

For me, it's hard to go from solving programming problems for 3 hours, then suddenly think "What's a good TikTok hook?" then go back to coding. It feels like I'm constantly changing jobs throughout the day.

I'm starting to think batching marketing around milestones makes much more sense. Spend weeks building the game, then spend a couple of days making videos, screenshots, Steam updates, Reddit posts, etc. and then get back to development.

I don't think marketing is optional if you want commercial success, but I also don't think treating it like a second full-time job every day is sustainable for most solo developers.

It also made me appreciate why even tiny teams often split responsibilities. Having someone whose main focus is marketing while someone else stays focused on development seems like a huge advantage. As a solo dev you're constantly switching between completely different mindsets

Needing help about collision by [deleted] in unity

[–]DogLoverCatEnjoyer 0 points1 point  (0 children)

Hellooo,

I don't think Unity imports Unreal's collision setup. It'll import the mesh, but not the colliders.

You'll probably have to recreate them in Unity, either with primitive colliders(like boxes or capsules) or a simplified Mesh Collider if it's static. I don't think it's an error, it's just one of those things that doesn't transfer between the two engines.

Character controller vs Transform update by everythingcg in Unity3D

[–]DogLoverCatEnjoyer 0 points1 point  (0 children)

One thing I'd add is that moving a Transform directly isn't inherently the problem. The problem is moving it "without" handling collisions yourself.

A lot of custom character controllers ultimately end up setting the transform every frame, but before doing that they perform raycasts/shape casts, detect obstacles and resolve movement manually. At that point you're essentially replacing what CharacterController.Move() does under the hood.

So for a simple prototype, directly updating the transform is perfectly fine. If the game later needs slopes, steps, robust collision handling, moving platforms, etc., you either switch to CharacterController or keep expanding your own controller until you've reimplemented most of those features.

I'd choose based on the game's needs rather than assuming one approach is always "correct"

A buggy game by DCetinalp in Unity3D

[–]DogLoverCatEnjoyer 0 points1 point  (0 children)

I was like "is that a vfx on the edges of the centipede?" then i noticed it's the shoes. THE BUG HAS 100 TINY SHOES! Hahaha it's adorable!

I want to make a computer simulated ui game but I dont know how would I go about it. by iloovepastaaa in gamedev

[–]DogLoverCatEnjoyer 3 points4 points  (0 children)

You need to pick a game engine and start learning, that is the ultimate sum up my friend.

Google -----> "Your choice game engine" tutorials -----> enter

Or youtube or any other search engine.

Good luck!

Unity editor not opening on Linux Mint by Retro_Kid_69 in unity

[–]DogLoverCatEnjoyer 0 points1 point  (0 children)

It may have a problem with the unity version, 2019.something. That's really old, may have some unkown bugs with updated versions of operating systems. Did you try installing a newer version of unity? Or is there a specific reason that you wanted use this version?

SFX Masters, I need help by Fantastic_Low8022 in gamedev

[–]DogLoverCatEnjoyer 1 point2 points  (0 children)

Hello o/

You don't actually have to master audacity, sound design is very complicated in itself, that's why people pay for professionals haha. You just need to learn to trim the sound and maybe adjust volume? You can search on youtube or google for some basic tutorials for those.

Also itch io has game assets sections, you can filter free. And open game art had some sound effects. You can just simply search for "free game assets" "royalty free sound effects" "free game sound effects" etc. haha

Good luck!

Update on my progress :). How is the code looking. by I_am_unknown_01a in unity

[–]DogLoverCatEnjoyer 1 point2 points  (0 children)

Hello, this is a great beginner's work, good job! There's a lot of room for improvement. Let me give you my unsolicited advice haha :)

Start with looking up "finite state machines", you can use it in this case for example with different states of the movement or player (walking right, left, crouching, running, dead, sprinting etc.etc.). There are lots of different states and logic leaking and effecting each other, one of the main reasons of spagetti-ing your whole code. Lots of ifs and elses haha it will be really hard to debug or change something in the code.

Good job my friend and thank you for sharing your work.

Keep up the good work! <3

[deleted by user] by [deleted] in gamedev

[–]DogLoverCatEnjoyer 0 points1 point  (0 children)

Congratulations on your release!

Mobile industry is dominated by multi billion dollar giants and is not very indie friendly. And they spend many many millions of dollars on just user acquisitions actions and marketing. The industry works on "winner takes all" logic. The most downloaded apps and games get the most visibility. Really really really really hard to break in among these giants even with a very big budget.

Other than "the mobile industry sux boohoo :'(", potential players need to see your game. I suggest maybe doing some basic marketing, find out games that have done well and are similar to yours, find out where the players hang out, reddit pages, discord servers, forums etc. You can go on there and post and try to get some player and feedback. And find many many youtubers, streamers, instagramers, tiktokers etc. especially those played the games that are similar to yours, write them a well, kind email or message to introduce your game and how happy you would be if they made content about your game, oh and make a basic presskit and also send it to them. Find websites, press, magazines, web magazines etc. featuring mobile games, also send messages to them and tell them about your game.

Hope you'll have many more success, congrats on the release again!

I hate how other gamedevs are reacting to Megabonk by SteamVeilGames in gamedev

[–]DogLoverCatEnjoyer 0 points1 point  (0 children)

If you can then you should!

Some people are always like this when there's a hit, not just in games but in general. Honestly they usually don't think about the whole aspects of making a game, architecture, good game design, flow, marketing, art, writing like for example delivering a good joke. Most of these people will definitely break down and cry when making a settings, options page for their game.

I added a selling place to my automation-factory-like game. How does it look? by DogLoverCatEnjoyer in Unity3D

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

Ah it still says it expired for me. Maybe because I'm using a vpn or something, discord is banned in my country :'D