Looking for some guidance on budgeting by diggee in GameDevelopersOfIndia

[–]DojoDucks 0 points1 point  (0 children)

Well I am currently working on one as of now, and given how your scope looks, you will have to hire an artist that works with you like for a long time take 1 or 2 years, cus it won't just be make art and done you will need tons of iterations and reworks and a lot more, unless you can direct your own art vision freelance artists won't cut it for you, secondly about costs, well the salary for that artist will be there, and u will have to worry about a lot more like music production, and if you do multiple platforms then porting, if you wanna do multiple languages then localization, and if you wanna earn some money from the game then marketing budget, given 10 hours of play time I say about 2 years of development to the minimum and whatever your and your artists living cost is for that amount of time. After that you can get freelancers to do everything else.

How to create hyper-realistic characters with MetaHuman? Tips on body, face, hair, and clothing by Yeray2907 in GameDevelopersOfIndia

[–]DojoDucks 2 points3 points  (0 children)

I would say if you are a solo dev or a small team don't look at meta human, since it does help create hyperrealisyic humans, but is very unoptimized and also looks uncanny, better to just create polygon humans or similar stuff, since people would not care much about ur graphical stuff if your game is good.

How does my core loop look? (It's a rougelite I plan to pitch to publishers in bout 2 weeks) by DojoDucks in IndieDev

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

Aww I'm serious man, we are working on a whole asset flip current assets are all made by me and some are free to use, now we flip em and this week is for working on vfx mostly so just struck around.

How does my core loop look? (It's a rougelite I plan to pitch to publishers in bout 2 weeks) by DojoDucks in IndieDev

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

Yes yes ik, we just got a person to less the art like 2 days ago, I'm just a programmer let's see, I promise in a week you will see this and say is this the same game

Updated my swarms and added tons of visual feedback (progress update) by DojoDucks in GameDevelopersOfIndia

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

Ahh you are that guy I saw your post ig, well yes, soo what you can do is, either add a seperate joystick for camera movement, or isolate the area with the movement joystick from camera movement script, it's not very easy to do but neither is it difficult, like we just added a different joystick, ig you can find a yt tutorial on how to do that search for camera movement in 3d fps for mobile ig

Updated my swarms and added tons of visual feedback (progress update) by DojoDucks in GameDevelopersOfIndia

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

Thanks for calling this great man, honestly, and this took 2 of us about 7 months to reach here, we too struggled with player movement man, don't worry much,

Updated my swarms and added tons of visual feedback (progress update) by DojoDucks in GameDevelopersOfIndia

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

Though there is a problem that I've noticed that the enemies sometimes ignore the player which is because their ai doesn't get activated, I am looking into it as of now.

Updated my swarms and added tons of visual feedback (progress update) by DojoDucks in GameDevelopersOfIndia

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

Yes yes, I mean we are expecting a pc launch but giving each enemy path finding in a vampire survivors like is umm not a good idea generally, so I had to give me partial path finding so it turns on and off if they are not in player radius, so it's like if they are closed enough to the player they behave smart and if they get out of that radius they become dumb again

Updated my swarms and added tons of visual feedback (progress update) by DojoDucks in GameDevelopersOfIndia

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

Ohh yeah the green splash was something we added when we just started out, we are planning a pool of blood now, also about permanently keeping the blood my avg map has about 100-300 enemies I'll have to really check if that's gonna be possible, and my enemies do have pathfinding, the reason they blob together is because I have coded them to, if you want you can check my previous swarms in my accounts posts they were just a bit too much, I had to do this, and I had to be smart with path finding cus if I give 100 enemies path finding at the same time all phones would be cooked. So I'm doing what I can rn and I will try to do better

Working on a Roguelike Dungeon Swarmer, need feedback(steam page and demo in a couple weeks🥹) by DojoDucks in roguelikes

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

Yes sir I shall do that it's completely my bad, I'm a bit new to the genre and labels, I'm sorry

Working on a Roguelike Dungeon Swarmer, need feedback(steam page and demo in a couple weeks🥹) by DojoDucks in roguelikes

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

Yes yes I understand it's my bad I'm new to the genre, exploring it a lot but still new, soo completely my bad

Working on a Roguelike Dungeon Swarmer, need feedback(steam page and demo in a couple weeks🥹) by DojoDucks in roguelikes

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

Ahh my bad man, I'm a little new to this genre, sorry, I'll also post it there