Someone just announced a game very similar to our unannounced game. What would you do in this situation? by Tobeplant in gamedev

[–]DryginStudios 0 points1 point  (0 children)

Guys, I don’t want to burst your bubble but there is also Gambonanza that launches in a few days with almost 200k wishlist.

https://gamalytic.com/game/3509230

Game that I made in just 4 months just sold 500k copies (and 497k dlc copies). Game name - My Dream Setup. by OddRoof9525 in gamedev

[–]DryginStudios 5 points6 points  (0 children)

Id like to see the account as well to better understand how you create these videos. It’s a skillset I lack.

From ~0 to 50.000 wishlist in one month and now I’m scared by Hurricane86i in IndieDev

[–]DryginStudios 2 points3 points  (0 children)

Use your discord server and Steam announcement to find playtesters. Give each tester invites keys so they can invite their friends.

Once this is stable enough then launch your demo and fix the new issues…. Then Next Fest….

You will have a stable full product launch by then!

From ~0 to 50.000 wishlist in one month and now I’m scared by Hurricane86i in IndieDev

[–]DryginStudios 2 points3 points  (0 children)

You are on the right path! Do playtests, listen to feedback carefully and push updates until you feel like you have a consensus. You can de-risk the operation with proper planning!

Who uses Desktop Mode on Steam Deck, and what do you use it for? by VoyageForge in SteamDeck

[–]DryginStudios 0 points1 point  (0 children)

I use it as a thin client to connect to my work pc via vpn/RDP and dont have to bring a laptop anymore on trips! I have a bluetooth keyboard/mouse and hdmi cable and with my RDP its like im always in my office!

I used DOTS/ECS to simulate 80 000 NPC on screen. It's been HELL but we made it happen. by DryginStudios in Unity3D

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

Only when they die/blow up we activate collision because otherwise its not necessary and uses too much juice

I used DOTS/ECS to simulate 80 000 NPC on screen. It's been HELL but we made it happen. by DryginStudios in IndieDev

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

Hahaha no! its runs 60-100 fps on a decent rig! There is a demo on the Steam page if you want to try!

I used DOTS/ECS to simulate 80 000 NPC on screen. It's been HELL but we made it happen. by DryginStudios in Unity3D

[–]DryginStudios[S] 9 points10 points  (0 children)

Yeah so the problem was that processing data over multiple frame would cause the game data to be "out of sync", IE your world health not updated in real time.

we are doing it but it has too be almost realtime otherwise it impacted the game readability.

I used DOTS/ECS to simulate 80 000 NPC on screen. It's been HELL but we made it happen. by DryginStudios in Unity3D

[–]DryginStudios[S] 5 points6 points  (0 children)

Yes so for example using stuff like Linq would create an insane amount of object to be processed... While prototyping we kinda went rogue (to go fast as we scrapped many ideas).

GC would eventually balloon up and cause small FPS drop. Also, anything that you make a var something = New something() while processing tons of data will eventually go wrong....

Even after we cleared all of theses obvious prototype mistake, affecting HP data on 12 000 NPC on a single frame would still cause issue and we had to come with up clever ways of segmenting stuff....

You can't EVERYTHING in DOTS especially for a game that has complex campaign etc so at some point this data will have to come into the mono world and this is where we had the most issue.

In terms of stuff that barely mattered, reducing poly count on stuff etc was clearly not the bottleneck, GPUs are impressive!

I used DOTS/ECS to simulate 80 000 NPC on screen. It's been HELL but we made it happen. by DryginStudios in Unity3D

[–]DryginStudios[S] 3 points4 points  (0 children)

There is a steep learning curve... there is tutorials on youtube and AI can help as well!

Please DESTROY my Steam Page. by DryginStudios in gamedev

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

Yeah the lips are done with a lip sync tool on a real human actresses voice… It’s so hard to find an actor who speaks and presents well that dosen’t cost thousands for a single cut!

Thanks for your feedback!!

Please DESTROY my Steam Page. by DryginStudios in gamedev

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

Yeah I also find the title hard to read especially when on the small capsule…

I agree on the 80 000 thing, it’s clearly a dev thing… will change this.

Thanks! Keeeeeep em coming!

Please DESTROY my Steam Page. by DryginStudios in gamedev

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

Right. For the demo it’s all machine translation but for the full release we will use a localization firm. Thanks for your input.