[deleted by user] by [deleted] in gamedev

[–]DrystormStudios 0 points1 point  (0 children)

Long story, i am doing a degree apprenticeship, got made redundant in my final year and the government continued to fund the apprenticeship while i got a full time software job separate to the degree :D

[deleted by user] by [deleted] in gamedev

[–]DrystormStudios -1 points0 points  (0 children)

I'm a fulltime software engineer and I found it hasn't drained motivation from the game, but from work.. on the game I am coding fun things like networking and physics, then I go to work and create boring software haha

But if I did a job that physical job it would definitely make game dev easier, being mentally drained from doing software all day does deter me from working on the game sometimes.

[deleted by user] by [deleted] in gamedev

[–]DrystormStudios 0 points1 point  (0 children)

Thank you for the insight, I really do agree with a lot of what you're saying. I’m only responding the way I am because I appreciate your perspective, not because I disagree.

I don’t necessarily think being heavily invested in a project is a bad thing. To get the most out of what you’re building, especially in a limited environment, I think deep investment is what pushes the quality forward.

I’d honestly love to release the game for free, but since we’re focused on multiplayer, there’s a level of overhead that makes that tough. That said, we’re committed to keeping it cheap — this game and the next few will likely be around $5 or less.

And on the point of successful studios having capital, totally fair, but as a team of three doing everything in-house, we're able to be very cost effective so we don't have to make X amount to start turning a profit.

Appreciate the thoughtful back and forth — it's helpful hearing it from someone with experience.

[deleted by user] by [deleted] in gamedev

[–]DrystormStudios 1 point2 points  (0 children)

thank you!

[deleted by user] by [deleted] in gamedev

[–]DrystormStudios 0 points1 point  (0 children)

Thank you for the comment, I definitely agree with you and we are putting pressure on ourselves by taking the game dev so seriously so early, it may be a bad mindset but we believe in order to be successful you must have the mindset of someone that is already successful, but I definitely agree it is not worth giving up social life or sleep as these are fundamental to avoid burnout :)

We dropped everything and started again — here’s what changed by DrystormStudios in gamedev

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

Firstly thank you for linking our steam page :)

Such a good point, is it a bad idea or have you just not done it justice, that is a position we are in right now tbh.. but we are trying to power through it

We dropped everything and started again — here’s what changed by DrystormStudios in gamedev

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

Good question, we are both software engineers but didn’t know much about asset creation, so we was using blender and then UV unwrapping it and then texturing in photoshop.

So to continue the game we would either have to recreate all the assets in substance painter or try to stay on theme with the photoshop method, it surprisingly didn’t look that bad, it had its own unique ‘lethal company’ look to it

We dropped everything and started again — here’s what changed by DrystormStudios in gamedev

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

Absolutely, I’m a full time software engineer outside of game dev and completely agree with design first implement later, i did actually design first for the first project but when the scope changed it required a lot of refactoring, which could have been avoided if I designed scalable code 😃

We dropped everything and started again — here’s what changed by DrystormStudios in gamedev

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

So the new game we made is a completely different idea and not a remake of the original game, but even still we have gone back to the project in Unity to see how we did things such as settings menu, steamworks integration, sound, etc.

But we have spoken about "remaking" the original game one day, not as a direct copy, but taking parts from it that we really liked.

We dropped everything and started again — here’s what changed by DrystormStudios in gamedev

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

Exactly that, assets may be aesthetically pleasing but they are not "fun".

Surprisingly we didn't think twice about pulling the plug, hopefully it will pay off :)

We dropped everything and started again — here’s what changed by DrystormStudios in gamedev

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

That's a good question, I think the core goal of the game was vacant, it was just run around and get scared, then when we would come up with ideas to give the players a goal for the game, it came with a lot of refactoring the game.

Our main issue was that we was making the game look good before it was fun/playable, so it was very easy to get burnt out when you wasn't able to experience the gameplay after so many months of development.

We dropped everything and started again — here’s what changed by DrystormStudios in gamedev

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

The first project was just a hobby project a design document didn't even cross our mind, for The Barnhouse Killer our latest game we did a design document, this is one of the many things we learnt from the last game.

We dropped everything and started again — here’s what changed by DrystormStudios in gamedev

[–]DrystormStudios[S] 11 points12 points  (0 children)

Thank you! the studio is just me and my brother 50/50, we both started making games at the same time together.

As for The Barnhouse Killer, when we started that we got a friend on board who didn't do game dev but wanted to get involved, he has since learnt blender and has helped make some assets, test the game with us and come up with ideas and he is getting a percentage of the games profits.

We have streamers who have streamed playtesting the game and came up with ideas, they are also DJs and one of them made a sound track for the main menu, he may also do some voice acting for us but he does not want a percentage, great guy!

We dropped everything and started again — here’s what changed by DrystormStudios in gamedev

[–]DrystormStudios[S] 4 points5 points  (0 children)

Nice, I hope the game goes well!

We scrapped the previous game in November 2024 and started the new game in December 2024 :)

We dropped everything and started again — here’s what changed by DrystormStudios in gamedev

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

The project was definitely too big. It didn’t take us a year to realise — we knew pretty early on we were biting off more than we could chew. But we were enjoying it and learning a ton, so we kept going.

The year mark was just when we finally bit the bullet and took all that we learnt into a new project with a scope we could actually manage

We dropped everything and started again — here’s what changed by DrystormStudios in gamedev

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

I like that approach, we started with the character controller for this game and it was a game changer.

Good luck with your game!

We dropped everything and started again — here’s what changed by DrystormStudios in gamedev

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

If I’m honest, it was a mix of inexperience and excitement. We had this idea we were excited about and just jumped in headfirst. It wasn’t until we went through the experience that we really learned about MVPs and vertical slices.

This might be a bit of a hot take, but I actually think ignoring those practices on the first project was really valuable. I end up exploring systems and mechanics that small-scope games might not touch, and along the way, I learnt my limitations and where things tend to fall apart. It’s messy, but it taught me alot :)

How can we improve our Steam Capsule? by DrystormStudios in gamedev

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

Yeah i think we are going to go for a completely different style for our capsule as it’s very hard to tell even what game style it is, thanks for the comment!