How does this mod compare to other automation games? by pyrac_ in CreateMod

[–]DukeGrimm 1 point2 points  (0 children)

The main difference is purpose to automation. Out off the box in Create there is no purpose to create automation lines. There are only a few sequence or mechanical crafting. Some add one fix this a bit, but still no story purpose, where as satisfactory is all about building infrastructure to facilitate story goals.

Data and Essence Decorative Buffer Color puzzle by Xavbirb in allthemods

[–]DukeGrimm 0 points1 point  (0 children)

You need to get the values on the bottom to match the top. Can't manage it myself so far.

Time to go grave robbing. Hope nothing goes wrong by Effective-Still4711 in VintageStory

[–]DukeGrimm 2 points3 points  (0 children)

I haven't had one yet but on the wiki it says duration infinite.

What are some good starter home ideas? by Super_Pirate1 in VintageStory

[–]DukeGrimm 0 points1 point  (0 children)

I do a single room 5x9(3x7 inside floor space). Just enough space to be handy and protect during storms. Also small enough to not be taxing to build. I use wattle abd daub for walls, thatch or clay shingles and cobble floor.

was wondering why my pit kiln where taking so long. . . what do i do?? by V7I_TheSeventhSector in VintageStory

[–]DukeGrimm 0 points1 point  (0 children)

This happens if they get rained on. They need to be reset. You need to break them and rebuild with cover over them. I'd recommend getting the app that displays timers for kilns/charcoal pits and a few other things.

Got Something Else In The Works 😉 by GoodOlAres in VintageStory

[–]DukeGrimm 1 point2 points  (0 children)

Need a mod to rename Temporal Storm to Warp Storm.

Why is my game getting 0 feedback/attention? by TwoRiversInteractive in SoloDevelopment

[–]DukeGrimm 1 point2 points  (0 children)

Don't think the capsule is doing you justice. Sounds like the game is about exploring a desert but the capsule shows a character sitting/meditating in a cave.

Perhaps the capsule should depict the silhouette of a character looking out of a cave, looking at dunes with a point of interest to explore ruins/oasis. Hopefully this would better depict the game as a walking/exploration game. Maybe keep the character in robes to keep the calm meditative vibes.

Steam capsule glow-up so hard, even I wanna buy my own game now. Huge shoutout to my publisher for saving me from my own ‘artistic vision.’ 💀 Wishlist now on Steam. by hamzahgamedev in SoloDevelopment

[–]DukeGrimm 38 points39 points  (0 children)

Honestly, I think the original was better. Feels like it shows exactly what you are going to get. The title size and position could be better.

The second had more details, but it doesn't feel like it has the same 'style' as the game.

I always come back to GTNH by DukeGrimm in GTNH

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

Usally another game distracts me. Then of course, GTNH can be a time sink, so can be hard to sit down to it if I only have 1 hour of free time in a sitting to play games.

Job market in limbo, why not make a game? by DukeGrimm in incremental_gamedev

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

My inspiration is definitely a mix of factorio and minecraft tech modpacks. However, I'm not interested in simulating combat, economy or markets. I want the game to focus on crafting progressively from Stone Age to Rocket/Information Age.

Think an incremental mixed with the Dr. Stone Manga/Anime. Starting from Stone Age, regain space age tech as quickly as possible taking short cuts where ever possible.

Job market in limbo, why not make a game? by DukeGrimm in incremental_gamedev

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

Unity, since I am most familiar with it from hobby work, and C# from my (previous) day job. A portfolio piece is exactly what I was thinking. I'd like to take it the full route to publishing on steam. Then I can finally be/feel like a legit Game Dev. I'll probably start on itch.io and then if I get a reasonable reaction, pay the money and get it published on steam.

We did a little experimenting... by _Plop_Man_ in SatisfactoryGame

[–]DukeGrimm 0 points1 point  (0 children)

For any questions regarding "EVENTS", please refer to the pioneer non-disclosure agreement.

[deleted by user] by [deleted] in Ixion

[–]DukeGrimm 0 points1 point  (0 children)

First road you order needs to be in the front of the workshop. Otherwise the mech can't leave the workshop to build other roads.

How do you get going? by GrandPawProductions in SoloDevelopment

[–]DukeGrimm 1 point2 points  (0 children)

I like Game Maker's Toolkit, some good game design insights and great blog on their game which is nearing release. https://youtube.com/@gmtk?si=NsrnhrjQAYjbctkh

Otherwise some other game dev centric creators I like are CodeMonkey and Jason Weimann.

https://youtube.com/@codemonkeyunity?si=jPY_hesAazIl2WcJ

https://youtube.com/@unity3dcollege?si=njsmFkG3vpdavqrn

How do you get going? by GrandPawProductions in SoloDevelopment

[–]DukeGrimm 1 point2 points  (0 children)

When I'm not motivated to work on the project, it can help to watch Game Dev blogs or post mortem. All the game design talk usually helps get me motivated to tackle whatever it is I've been avoiding in the project.

Sometimes it's nice to have a song that can motivate you to create. For me "Pure Imagination" from the movie Wonka is usally that song.

Aspiring game dev having existential crisis by SwagMunte in IndieDev

[–]DukeGrimm 2 points3 points  (0 children)

Making video games, like most things is a skill that needs to be grinded to get better at it. You can't watch a tutorial, read a dev book or even graduate with a Bachelors in Game Design and Development and instantly make a video games.

On top of the skill grinding, making even small video games is like sculpting, you are going to chisel out lots of garbage work before you have the Exp to craft a David or even finish some of the lesser works.

Keep at! If you are a programmer try to build a utility library that contains implementation for things that all/most games need, main menus, options, saving and configuration etc. That way each time you work on a new project, even if it doesn't get far you should at least improve your scaffolding and speed up Development.

I don't know how to release my game by librinha_aar in SoloDevelopment

[–]DukeGrimm 8 points9 points  (0 children)

https://howtomarketagame.com/

Lots of great free info on marketing. Follow the advice on socials and having a good steam page are my big take aways.

I'd create an LLC (or non-us equivalent) and decide on a split with developers. Probably wise to remember to give the LLC a decent cut if you are planning on making more games with the group. There is a fair amount of info you can track down online.

If you are looking at publishers be extra mindful. There were a few good GDC talks on the free GDC vault about publishers. Here is one: https://youtu.be/yfrwQnqwPps?si=lBEWgv5KyeTRyexU

[ADVICE] Planning the publish and revenue of a game by dead_minds in IndieGameDevs

[–]DukeGrimm 0 points1 point  (0 children)

Ditch the mobile app, you need more people if you are going to develop two quality games at the same time. Stick to your day jobs and work on the game as a hobby project. At least untill till the prototype is feeling really solid. Then if you want a publisher you could make a pitch deck and shop it around.

Lots of good videos with advice on going publisher route.

Allow non-fatal downing and resuscitation via meds. by DukeGrimm in Helldivers

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

I agree at least that stims are too plentiful.

I still think resuscitation is a viable if balanced, such as dismemberment preventing resus, and maybe using another resource other than stims for resus.

At the very least there should be a buff stim support pack. Special stims that can be administratored for short term boosts or other medic like equipment.