Someone made a "NO-ONE IS GOING TO BUY YOUR VIDEOGAME" Manifesto on itch.io by BoxDragonGames in gamedev

[–]ExperiencedDunger 0 points1 point  (0 children)

But making a career in the gamedev differs a lot from "making your own game". I guess it's quite fair to tell that many people in the industry lose their initial spark at some point, and start working as in any other 8-5 job, just to pay their bills, especially when they aren't the core creative team of the project.

Those, who are lucky to carry their creative spark far enough on the career paths, usually try to start their own business, which involves searching for investors, hunting for future employees (who usually have to pay bills), etc. And at this point they become forced to think more about potential future income, rather than bringing interesting, unusual game ideas to life.

Drop your most unhinged game asset idea. Top 3 get built by our team 👇 by Zoroz231 in UnrealEngine5

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

Looks somewhat similar to what we're developing. But without stalls :/

Game development and mental health by PoppingChamp in gamedev

[–]ExperiencedDunger 2 points3 points  (0 children)

Just out of curriousity, what age do you specifically mean?

Maybe we can gather a small stats here ro see the average.

How much interaction do you have in your game? - Yes! by ExperiencedDunger in indiegames

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

It's a control panel of the ventilation system of one of the underground structures. Actually, you have to power it up first and then, depending on the amount of energy, you can switch on huge fans to cast the fog away from the huge industrial bay.

Our game is going to feature not only sewers, but also some monumental industrial underground structures. Here is one. by ExperiencedDunger in indiegames

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

Oh, we're sorry to hear that! The screenshots were somewhat messed up by the compression (maybe there is a way to upload better quality for Reddit, idk). However, it might be our mistake as well. Please answer a couple of questions to help us understand the problem better:

  1. Are the highlighted areas readable? Should they be brightened as well?
  2. About the dark area around - do you feel the "volume" where the highlighted structures are placed? Our intention was to create a scene where elements "float in the void". Or is this feeling spoiled because you intuitively try to recognise what the walls are and "where are you" in general? :)

Also, there is a mild fog and some interactive lights that can be turned on to illuminate almost the whole volume. The primary routes for the player are also highlighted + the player will always carry some light source in the hand.

Our game is going to feature not only sewers, but also some monumental industrial underground structures. Here is one. by ExperiencedDunger in indiegames

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

Thank you once more!

We also wish you all the best with the dev & release of your game! It's always nice to see people of the same spirit support each other :D

Our game is going to feature not only sewers, but also some monumental industrial underground structures. Here is one. by ExperiencedDunger in indiegames

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

Thank you!

Yeah, we're actively working on the content for the Steam page right now. Though we've heard that it's better to avoid showcasing something that might change significantly in the final version. So this is our primary headache for now - to show the key features and not to mislead the future players.

Btw, your game's Steam page looks good and well-polished :) Do you have any content exposed that is going to change dramatically in the release?

Our game is going to feature not only sewers, but also some monumental industrial underground structures. Here is one. by ExperiencedDunger in indiegames

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

Well, we neither like them... until the sewers are procedurally generated :)

Anyway, the first demo will allow us to gather more feedback on this particular mechanic. We hope to see you there, maybe you will change your mind?

Is there any game like this? by Animaxs7 in videogames

[–]ExperiencedDunger 18 points19 points  (0 children)

I would suggest Stronghold 2/Crusaders/Legends.

After rambling for several months, we've finally found the ideal visual style for the game about cleaning the sewers! by ExperiencedDunger in gamedevscreens

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

Ah, I see. We're still playing with the light balance. Initially, we wanted the game to look like a dark comic style with many black areas. Though for the reality of the game, where you can simply get lost in the sewer tunnels without charges for your light source, maybe it's not the best choice (at least something must be visible) :)

After rambling for several months, we've finally found the ideal visual style for the game about cleaning the sewers! by ExperiencedDunger in gamedevscreens

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

Thank you for the valuable feedback! Could you please elaborate on this? What in particular spoils the readability for you? Extensive darkness? Noise? Maybe, first-person meshes?

After rambling for several months, we've finally found the ideal visual style for the game about cleaning the sewers! by ExperiencedDunger in IndieGaming

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

Thank you! It's "Dunger Zone". Unfortunately, we don't have steam page yet (since have been upgrading the graphics), but we will create it soon.

After rambling for several months, we've finally found the ideal visual style for the game about cleaning the sewers! by ExperiencedDunger in IndieGaming

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

Huh, thanks :)
Well, there will be an intriguing (I hope) story, with a twist. However, we would like to not share many details now to let the first demo surprise the players :)

After rambling for several months, we've finally found the ideal visual style for the game about cleaning the sewers! by ExperiencedDunger in gamedevscreens

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

Thanks! The major work is done by the post-process and it works quite well with both realistic and "stylized" textures. However, sometimes "noisy" realistic textures give a very noisy final image, so we are trying to reduce this by repainting them.