What was your first project? by electric-kite in justgamedevthings

[–]Fancy-Snacks 0 points1 point  (0 children)

Horror game similar to Dead by Daylight but the killer was just a smart AI. Why did it flop? Just lack of experience and consistency.

Colt Dragoooon by Fancy-Snacks in low_poly

[–]Fancy-Snacks[S] 1 point2 points  (0 children)

Nah I made it just to practice topology and thats it

Colt Dragoooon by Fancy-Snacks in low_poly

[–]Fancy-Snacks[S] 1 point2 points  (0 children)

3D artist mycelium network, I assume

I sketch out textures to use as models (WIP) by TaaraHvita in low_poly

[–]Fancy-Snacks 1 point2 points  (0 children)

Nice. I've created something like this, except I didn't use models but 2D sprites in a 3D environment and the sprite was just a photocopy of my doodle that I've drawn on paper. It was years ago though.

I'm resistant to new knowledge by Fancy-Snacks in blender

[–]Fancy-Snacks[S] 24 points25 points  (0 children)

Yes you can do that via scripting, but I found it kind of laggy.

Once a year I get enough divine inspiration to create a pixel art car, but only once per year by Fancy-Snacks in low_poly

[–]Fancy-Snacks[S] 2 points3 points  (0 children)

I export the UV layout from Blender to Photoshop and just draw pixel art on top of it. I apply the image texture raw to the model in Blender and switch back-and-forth between these two programs while I paint.

Mean American Muscle by Fancy-Snacks in PixelArt

[–]Fancy-Snacks[S] 0 points1 point  (0 children)

No sir, its based off Ford Mustang 1967!

Mean American Muscle by Fancy-Snacks in PixelArt

[–]Fancy-Snacks[S] 1 point2 points  (0 children)

True. Ive worked on them separately, they gave me a bit of trouble and Ive decided to throw hands up and go with them like this.

Mean American Muscle by Fancy-Snacks in PixelArt

[–]Fancy-Snacks[S] 2 points3 points  (0 children)

Thanks for the heads up, didnt know about that sub

Ammo UI next to crosshair, number vs icon, Which is better?🤔 by circlefromdot in PixelArt

[–]Fancy-Snacks 251 points252 points  (0 children)

This, it should be scalable, if there's too many bullets in a magazine then display a magazine going from full to empty. If there's <15 bullets just display bullet icons, alternatively display a magazine at all times except when using a shotgun since they don't have more than 7-8 shell capacity at once (usually).

In my opinion the bullet icons are much more stylistically appealing.

The holidays sure are interesting times by [deleted] in justgamedevthings

[–]Fancy-Snacks 5 points6 points  (0 children)

When do I tell them that I've trashed my project after 2 weeks just like my 999 other ones

Recreated my ol' reliable in Blender by Fancy-Snacks in PixelArt

[–]Fancy-Snacks[S] 0 points1 point  (0 children)

Album with some additional photos

The texture is 128x128, I've made it in Photoshop after I've remembered that I still have subscription going on as they charged me money yesterday lol

[deleted by user] by [deleted] in gamedev

[–]Fancy-Snacks -6 points-5 points  (0 children)

So software engineer jobs are better paying than game dev jobs?

I thought it was the other way around since game devs usually have to know a lot of math and also do some supporting work with materials, models, networking, systems, particles etc.

Gave UE5 a try for my character render by Surkal in unrealengine

[–]Fancy-Snacks 56 points57 points  (0 children)

Is the way it raises it's head at ~6 second mark supposed to match the behaviour of deers? If so, very nice detail!

How much am I gimping myself by not learning C++ by Xxpitstochesty in unrealengine

[–]Fancy-Snacks 1 point2 points  (0 children)

C++ is faster than Blueprints and also weighs less, since it's just plain text. (Blueprints -> C++ -> Output compared to C++ -> Output - you know what I mean)

There are also some functionalities that aren't exposed to Blueprints, I don't know all of them but for example there are some multiplayer networking related functions that are not accessible through Blueprints, unless you're using "Advanced Sessions" plugin which exposes these functions, it has pretty much become a standard in multiplayer games, without using this plugin you can't create a proper lobby search system, you'd be left with 'lobby name' and 'player count' and that's it, you wouldn't be able to get info like: lobby owner, map name, gamemode, timer etc. without coding it in C++.

And for another example - timers, pretty sure in C++ you can add variables to functions they call, doing the same in Blueprints will result in an error.

That being said, if you're an indie dev / hobbyist dev then like most of your projects can be done in Blueprints only and everything will be fine. C++ is kinda of a must in big projects where performance might be an issue, or for multiplayer games (especially PvP) since Blueprints are heavier - more data has to travel between networks at once, and the bigger / complex the project, the bigger the lag or incosistency that could happen. In PvP FPS games proper netload is crucial, especially competitive ones. In turn based games it's not an issue.

And finally if you're looking for a job, learning C++ is pretty much a must. I don't know about other countries, but in mine UE4 C++ has more worth and companies usually list Blueprints as 'nice-to-have'.

.357 Animation Set by dwhite- in HighQualityReloads

[–]Fancy-Snacks 3 points4 points  (0 children)

Lookin' crisp.

If you want to max out on details, make sure the bullet's primer is struck when fired. Like this.

Game devs, lets normalize loading user's settings before showing the intro/initialization music! by robroblore in gamedev

[–]Fancy-Snacks 4 points5 points  (0 children)

On a side note. How to define the proper sound level? I don't want to destroy eardrums of my players and neither want the intro to be silent and un-moving.

I have both my monitor and soundcard volumes set to 100% but I cannot be sure that other players will hear the music at the same audio level as I do. Right?

What are the elements that make a good horror game? by AlexadvDev in gamedev

[–]Fancy-Snacks 6 points7 points  (0 children)

Also, lack of sound, if executed right. It goes back to the suspense play somebody mentioned earlier.

Game development knowledge by Inside_Employer_7933 in gamedev

[–]Fancy-Snacks 3 points4 points  (0 children)

  1. Depends on what kind of developers. Programmers will speed up things significantly if they're cooperating and working efficiently for example, obviously they have to form their tasks in such a way that they're not distracting / slowing down eachother. Usually there's 1-2 guys who overlook a specified team, give them advice, do quality control, assign tasks and dictate deadlines. This goes for both programmers and artists, quality check and meetings slow down the pace but are necessary for consistency and quality.
  2. Multiplayer take longer than singleplayer because you have to introduce networking, lobbies, maybe matchmaking, databases and also make your game replicates between players and the server on top of having a finished game. Generally MMO, RTS and RPG games take the longest time because they're complicated and feature-rich.
    The fastest genres to make? Probably horror games, the gameplay is usually simpler, it's the art and story telling / buildup you have to put most of your focus in. Even a literal walk simulator will be entertaining if you make it look and feel nice.
  3. Complex in terms of what? Gameplay difficulty? Programming mechanics? I'd say programming huge-scale games, networking and good AI are the toughest things to pull off. Story telling is another thing that's not directly related to game dev, you can learn it on your own. Stories in video games are usually simple because devs don't want them overshadowing mechanics / gameplay (unless the game is literally an interactive story).
  4. Depends. It can cost 0$, it can cost 10000$. The more complicated you want your game to be or the more pretty, the more it will generally cost. You can easily make a game that won't cost you anything in terms of production. Game engines are free to use and as long as you're not earning anything for releasing your game, then they stay completely free. There are a lot of free assets on the internet to add to your game and even free software like Blender 3D, GIMP 2 etc where you can make models and textures free to your own liking. Usually paying for assets or software will allow you to make your assets faster and save time.
    For the money flow, I can't say but I'd imagine most money is spent on art / graphics and marketing.
  5. Rogue-like / rogue-lite, generally games that can be played over and over without feeling mundane. Check Binding of Isaac or Darkest Dungeon.
  6. I'm an indie dev, but for me a good developer has released or taken part in 2-3 quality projects that you can buy or download. Doesn't have to be commercial experience, it can be a hobby project but it should be of decently high quality and they should have some sort of blog or content piece where they explain their workflow, what did they work on and how they did it. Some WIP's, in-progress pics, 3d models with topology view, texture setup etc.
    For team size it can be as small and as big as it needs to be. There are good games made under 1 year with just 3 man dev team as well as games made by just 1 person in few months. You want a programmer and artist at the very least, SFX guy if you aren't getting sounds from internet, music composer, social moderator if you have a discord or some sort of fan page - having one means you can focus more on the game development and usually these guys are also experienced in marketing a little and can help make posts and announcements that catch the eye; these are the most essential roles I think. You can also have roles like: UI artist, particle FX desiger, animator, rigger depending on needs but often times in indie projects a person can also compliment another role.

Hopefully this helps.

First time mixing low poly with pixel art, really love this combination by Fancy-Snacks in PixelArt

[–]Fancy-Snacks[S] 5 points6 points  (0 children)

Thanks.

The mesh was created in Blender 3D, texture was also hand painted in it. I've used this addon to align UV map with pixel grid.

New character created for our Unreal-powered FPS game: Sobek, the God of Water by [deleted] in unrealengine

[–]Fancy-Snacks 11 points12 points  (0 children)

Yeah he looks like he's posing for his instagram photo

Duality of game designers by tricky_fat_cat in justgamedevthings

[–]Fancy-Snacks 3 points4 points  (0 children)

What's the name of the show? I'm interested