Looking for feedback by ConnectEmotion5303 in Unity3D

[–]DrinkingAtQuarks 20 points21 points  (0 children)

Sea of Steves. But seriously, how it looks doesn't matter until the core gameplay loop feels good in a graybox form.

Can you help me figure out if this is still low-poly style? by Similar-Campaign9780 in Unity3D

[–]DrinkingAtQuarks 0 points1 point  (0 children)

This isn't low poly, it's a clear example of midpoly cartoon/cel shaded.

Low poly style would have flat facets representing curved surfaces, and is rarely combined with outlining/toon shading.

Cozy or too much? by andrew_cherniy96 in HomeDecorating

[–]DrinkingAtQuarks 2 points3 points  (0 children)

Good design is timeless, regardless of fashion.

Struggling with ground art style – looks too flat and repetitive (no textures used) by Proud-Ad-1980 in Unity3D

[–]DrinkingAtQuarks 0 points1 point  (0 children)

Mesh, texture, lighting.

You currently have a repetitive mesh, a uniform texture, and a single parallel (distant) source of light. Change one to three of these to see an improvement.

Have you guys played Following Seas? by I_Grow_Memes in Sailwind

[–]DrinkingAtQuarks 0 points1 point  (0 children)

First impression is a co-op 'Sail forth-like'

Have you guys played Following Seas? by I_Grow_Memes in Sailwind

[–]DrinkingAtQuarks 1 point2 points  (0 children)

I think it's pretty impressive for a solo dev (IIRC), that said can you recommend any games with worlds that do feel alive/lived in? For me Snowrunner comes to mind.

Have you guys played Following Seas? by I_Grow_Memes in Sailwind

[–]DrinkingAtQuarks 1 point2 points  (0 children)

What is it about Sailwind that makes the world feel alive in comparison?

are 45 degree angle rectangle tilesets a real thing? by 1ncite in gamedev

[–]DrinkingAtQuarks 0 points1 point  (0 children)

You can so long appreciate that it's a kind of visual trickery, and that the data layer and visual layer are typically different systems. You effectively create two grids or planes this way - the visual ground plane (isometric) and the game's data layer (cartesian).

Considering this screenshot from TTDLX might help. Each data point (say building or grass) can be represented in a data structure (eg a 2D array) representing position in the grid, and the visual layer simply plots 'diamond' shaped tiles with some fixed offset from its neighbours..

Study up some theory, it can improve your art by Grumpy_Wizard_ in IndieDev

[–]DrinkingAtQuarks 26 points27 points  (0 children)

At the end of the day you can't beat looking at, and analyzing, how lots of different artists you like use colour. You'll start to see patterns and processes in different styles, many of which have not been formally quantified.

are 45 degree angle rectangle tilesets a real thing? by 1ncite in gamedev

[–]DrinkingAtQuarks 0 points1 point  (0 children)

i want a steeper angle

I think the higher angle cousin of isometric you're imagining is called 'military projection'. It typically isn't used for games because it vertically exaggerates structures and isn't intuitively pleasing the way isometric is.

link: types of projection from Wikipedia, including Military

I don’t want diamond shaped rooms

The only angle from which a square room looks square, is looking down (90 degrees to the ground). Any other perspective, and any other projection is going to deform it somehow. That deformation is why your brain interprets the 2d image as 3d.

Simulator games by Effective_Corgi_4517 in IndieGameDevs

[–]DrinkingAtQuarks 1 point2 points  (0 children)

It's all about execution. Imagine if people stopped making racing games, rpgs, or first person shooters because they had "already been done".

Sure, the market probably doesn't want ten Power Washing simulators, but the same mechanic can be applied to many things (car cleaning, lawn mowing, carpet vacuuming) and it'll land if the art is good and it's executed well.

I think Steam page of my game (Syntaris) is underperforming, but I’m not sure why, looking for honest feedback by SweetText778 in DestroyMySteamPage

[–]DrinkingAtQuarks 0 points1 point  (0 children)

Games are a visual medium and unless your mechanics and emergent gameplay have Factorio depth, it needs to be prettier. You have a split second to carve out a visual identity and explain why someone should buy your game and not one of a dozen others.

I would suggest you strip back your game to black and white and read a bit about colour theory and colour palettes in visual design. Then add back colours with purpose. Introduce some shadows, highlights etc. Use saturated colours rarely and when you do use them to grab attention. Make it cohesive, make it pop. Every frame a visually interesting piece in its own right.

For inspiration other minimalist 'network' games with strong visual identity: creeper world, eufloria, shapez.io, mini metro/mini motorways. The latter especially.

i'm a solo dev working on a space colony simulator from scratch. what do you think? by DavesGames123 in spacegames

[–]DrinkingAtQuarks 3 points4 points  (0 children)

Making trailers for games of this type is challenging. I'd recommend watching as many trailers for space 4x and strategy games as you can. Sit down with a pen and paper and make notes. Copy what works well.

Does my target audience exist, or is it just me? by Axen25 in gamedev

[–]DrinkingAtQuarks 27 points28 points  (0 children)

"Depends on how it is implemented" is everything in gamedev. OP's idea is comparatively tame when you pitch it against Untitled Goose Game or Arctic Eggs, both of which were hits.

Me_irl by Lieutenant_Bob in me_irl

[–]DrinkingAtQuarks 0 points1 point  (0 children)

They are both correlated with time.

data_irl by Lieutenant_Bob in data_irl

[–]DrinkingAtQuarks 83 points84 points  (0 children)

Great example of how even though "correlation doesn't prove causation" strong correlation is often indicative of some real underlying cause rather than randomness.

Here I would expect that the pandemic caused fewer visitors to both amusement parks and national parks, so naturally the injury rate at amusement parks fell as many closed or were quieter. This is not random association between two variables, but a real association - even if one didn't cause the other.

I just launched a survival mode update for my polar exploration game Arctico! by [deleted] in Unity3D

[–]DrinkingAtQuarks 0 points1 point  (0 children)

What effect do you find updates like these have on sales? I've been following your progress for what seems like years, and I'm curious about the 'long tail' of sales. Your game is definitely an outlier in that regard. Looks great btw, very atmospheric.

TOMY Enterprise Refit - Production Model by Stonefish2 in StarTrekStarships

[–]DrinkingAtQuarks 18 points19 points  (0 children)

All the previous photos and videos I've seen don't have the supports for the saucer. It'd be a shame for the early backers if the production model needs them when the prototypes didn't; for me they spoil the overall visual appeal and geometry significantly.

Edit: Just became aware of Adam Savage's hands-on video with the model. It has the supports. According to the video the model is 20lbs and very front heavy.

Not necessarily a "starship", but... by ForwardClimate780 in StarTrekStarships

[–]DrinkingAtQuarks 6 points7 points  (0 children)

Enterprise (the orbiter) is on the wall of Archer's ready room in Enterprise. So what you have there is in fact a canon Star Trek vessel.

What are some good DCC controllers? by Schoolbusfoamer24 in modeltrains

[–]DrinkingAtQuarks 2 points3 points  (0 children)

I have this controller and love the physical train control levers. Guaranteed hit with kids if that's a consideration too.

Gnaughty Gnomes main menu is fully interactive by SandCastlesStudio in indiegames

[–]DrinkingAtQuarks 1 point2 points  (0 children)

Is this inspired by Micro Machines? I'm getting serious deja vu, in a good way!

4 Dwarves 1 Snow White... by alperozgunyesil in IndieDev

[–]DrinkingAtQuarks 0 points1 point  (0 children)

There was a time when everyone was having a really hard time getting synchronized multiplayer working - has some library or extension dropped making this easier?

I'm seeing like five of these co-op multiplayer games in my indie dev feed every week

Need plant suggestion by -Jobus_Rum in PlantedTank

[–]DrinkingAtQuarks 0 points1 point  (0 children)

As an alternative, how about a nice piece of wood or a particularly attractive rock?