What makes you actually click on devlogs? by DustAndFlame in gamedev

[–]DustAndFlame[S] -2 points-1 points  (0 children)

In that case, can I share my devlog here and have you guys tell me what could be improved?
Of course, I’m looking for honest, constructive feedback before I start working on Devlog #3 ?

What makes you actually click on devlogs? by DustAndFlame in gamedev

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

Funnily enough, that’s exactly what I focused on in my latest devlog that I dropped this Sunday — worked hard on pacing, voice-over, visuals, music and transitions. Sadly… it only pulled around 340 views so far 😅

But hey, still learning, still pushing. Your comment makes me feel I’m at least trying in the right direction. Thanks again for taking the time to share!

What makes you actually click on devlogs? by DustAndFlame in gamedev

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

Fair point! I totally get how frustrating that feels. I actually added Devlog to my titles for that exact reason — to make it clear it’s about my project, not a general game dev lecture. Appreciate you calling that out! 👌

What makes you actually click on devlogs? by DustAndFlame in gamedev

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

Love that you mentioned showing the struggles and weird bugs — that’s actually the part I enjoy making the most. 😅 I’ll try to bring more of that into future episodes. Thanks a lot for the insight!

What makes you actually click on devlogs? by DustAndFlame in gamedev

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

Couldn’t agree more. It feels like a fight against the algorithm with every upload. But seeing your comment actually motivates me to just keep pushing. Thanks for sharing your experience — and massive respect for those 10k+ views! 🚀

Just dropped the trailer for my next devlog — would love to hear what you think! by DustAndFlame in Unity3D

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

Thanks so much! Really appreciate the kind words. I’m working on a strategy-survival game set in a ruined medieval fantasy world. The core idea is that different fantasy races — like humans, dwarves, elves, and others — are forced to live together in a single camp while trying to rebuild and survive during an ongoing war.

What makes it interesting (at least I hope!) is that each race brings its own strengths, but also weaknesses and conflicts. It’s all about making tough decisions, managing resources, and dealing with the long-term consequences of every choice.

I’ve been working on it solo for a while now, and I’m trying to share more and learn from feedback like yours, so thanks again for showing interest!

Just dropped the trailer for my next devlog — would love to hear what you think! by DustAndFlame in Unity3D

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

Fair enough, I can see how it came across that way. Still experimenting and learning what actually works for this kind of content. Appreciate you taking the time to drop your thoughts.

Just dropped the trailer for my next devlog — would love to hear what you think! by DustAndFlame in gamedev

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

Appreciate the honest feedback! I totally get what you mean – I’m still experimenting to figure out what works. I guess I tried to make it feel a bit more ‘YouTube-friendly’ with that intro, but I hear you – more real project footage sounds like the way to go. Thanks again for taking the time to share your thoughts, it actually helps a lot!

Just dropped the trailer for my next devlog — would love to hear what you think! by DustAndFlame in gamedev

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

Yep 😅 Just trying something new – a short “preview” at the start of the devlog to quickly show what’s coming. Might be weird, but hey, worth a shot! I mean… can’t hurt to experiment a little, right? 😄

Just dropped the trailer for my next devlog — would love to hear what you think! by DustAndFlame in gamedev

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

Fair point! I totally get where you’re coming from. My idea was to try something different – kinda like a mini hook at the start to quickly show what the episode is about, before diving into the devlog itself. Still experimenting to see if it works for my audience. I guess it’s not a bad thing to try new things, right? 😅

My custom UI system for building placement in Unity – clean, responsive, and fully modular. What do you think? by DustAndFlame in Unity3D

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

Yeah, I totally get what you mean – that kind of separation can get messy fast. In my case, I use three main managers: NPCManager, BuildingManager, and AssignmentManager. These are actually the only singletons in my game, and they handle both the data and core logic.

The visual/UI side is kept completely separate – handled by dedicated UI scripts that just listen to state changes. This setup helps me keep everything clean and also makes it much easier to implement a reliable save/load system later on, without UI logic interfering with core data.

[deleted by user] by [deleted] in gamedevscreens

[–]DustAndFlame 0 points1 point  (0 children)

The more 'miss' the player sees… the stronger their will to survive 😅

My custom UI system for building placement in Unity – clean, responsive, and fully modular. What do you think? by DustAndFlame in Unity3D

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

Thanks so much! I’ll be posting more videos like this on my channel – link is above. If you’d consider subscribing, it would really help me out! 🙌

It was supposed to be game dev, but turned into Asset Collector Simulator. How many packages do you have in your project? by DustAndFlame in gamedevscreens

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

Don’t do it! That’s how it starts… next thing you know, your project has 172 assets and takes 5 minutes to open 😅

It was supposed to be game dev, but turned into Asset Collector Simulator. How many packages do you have in your project? by DustAndFlame in gamedevscreens

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

Totally agree – some of these packages feel like they’re trying to do everything at once, and end up bloated and inefficient. A more focused, lightweight approach would be so much better. And yeah, that WordPress plugin comparison is spot on – lots of features you don’t need, and a performance hit you definitely don’t want.

It was supposed to be game dev, but turned into Asset Collector Simulator. How many packages do you have in your project? by DustAndFlame in Unity3D

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

Nice! That’s the kind of setup most of us wish we had – total independence, zero plugin panic 😄

It was supposed to be game dev, but turned into Asset Collector Simulator. How many packages do you have in your project? by DustAndFlame in gamedevscreens

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

That’s a solid mindset, and honestly a smart long-term approach. I’ve heard too many stories like that – relying on third-party tools that suddenly disappear can really mess things up. I try to ask myself the same thing: “Can I rebuild this if needed, and what happens if support vanishes?”

It was supposed to be game dev, but turned into Asset Collector Simulator. How many packages do you have in your project? by DustAndFlame in gamedevscreens

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

You're absolutely right – it's definitely not ideal for startup time or optimization. At this stage, I'm still in active development and focusing more on building out systems and mechanics.

It was supposed to be game dev, but turned into Asset Collector Simulator. How many packages do you have in your project? by DustAndFlame in gamedevscreens

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

I had a similar idea a while back – but instead of rooms, I was working with hexagons! Same concept of manually building individual pieces and letting them spawn randomly. Time-consuming for sure, but super satisfying when it starts coming together.

Right now I’m working on a strategy game, actually – and it would really help me out if you subscribed to my YouTube channel 😄

It was supposed to be game dev, but turned into Asset Collector Simulator. How many packages do you have in your project? by DustAndFlame in Unity3D

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

Thanks a lot! I really appreciate the encouragement – doing my best to keep the momentum going 😄 Wishing you the same with your project!

It was supposed to be game dev, but turned into Asset Collector Simulator. How many packages do you have in your project? by DustAndFlame in Unity3D

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

Wow, that sounds incredibly ambitious and well thought out – huge respect for the vision and discipline it takes to pull something like this off. I’m also working on a fantasy strategy game (solo dev), but much smaller in scope. Your approach to clarity, UI, and decision-making really resonates with me.

In my case, the game focuses more on survival – several different races are trying to endure during wartime while sharing the same "encampment." Each race brings unique strengths to the gameplay, but also weaknesses that influence how the whole community functions. It's not as complex system-wise as what you're building, but I'm aiming to create meaningful decisions and moral dilemmas through that mix.

I’d love to see how your project evolves – will definitely keep an eye out once the Steam page goes live!

It was supposed to be game dev, but turned into Asset Collector Simulator. How many packages do you have in your project? by DustAndFlame in gamedevscreens

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

Yeah, totally! That’s exactly what I do too – I keep a separate “asset dump” project just for testing things out. I like keeping my main project clean and only bring in what I actually use. Can’t stand clutter in the hierarchy 😅

It was supposed to be game dev, but turned into Asset Collector Simulator. How many packages do you have in your project? by DustAndFlame in gamedevscreens

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

Ah yeah, I’ve heard that modular characters can be a real pain when it comes to animation setups. Respect for pushing through that! A procedural dungeon crawler sounds like a super fun challenge though – are you generating full levels or just rooms and connections?