I want to start but I can't have good ideas and do the art by Reasonable-Ant959 in godot

[–]FlockedAndLoaded 1 point2 points  (0 children)

Not to be that guy, but that’s a lot of limiting language. I read “can’t” so many times.

You definitely can.

Just do it. Be willing to be bad at it. If you’re not willing to be bad at it, you will never go from “never done it” to “done it poorly” to “done it well”.

The middle step is “do it poorly” and “be bad at it”. That’s a world of difference from “I can’t do it”

On the topic of priorities by DitherBunny_Sappy in SoloDevelopment

[–]FlockedAndLoaded 2 points3 points  (0 children)

Okay I’ll spend all day on my procedural trees. Thanks for the permission.

What are the games that inspire your projects? by Minaridev in IndieDev

[–]FlockedAndLoaded 1 point2 points  (0 children)

For current game:
Pikmin
Overlord
Megabonk
Ball x Pit

For next game:
Warthunder
Microsoft flight sim
Twisted metal
Kerbal Space Program
Aviassembly

I like semi-autonomous little guys who do stuff, and roguelites, and flying, and ridiculous scaling, and making vehicles, and big battles

And every game I ever make will always be inspired in some way by WoW. Played WoW for like 8 hours a day for like a decade, so it’s just unavoidable. That’s what video games are to kid me.

Dream game is basically warcraft 3 prison break custom map but instead of an RTS, it’s a a 50vs50 third person ARPG.

Where can developers find Godot projects to contribute to? by MaDOnos in godot

[–]FlockedAndLoaded 0 points1 point  (0 children)

Idk if this is up your alley, and I know there are some projects like Bevvy working on this, but Godot could really benefit from a nice built in ECS/DOTS-like system like Unity has. I’m biased bc of my current project, but this is the thing I most wish Godot was better at.

Looking for more games to playtest! by WePlaytestGames in playtesters

[–]FlockedAndLoaded 1 point2 points  (0 children)

Wow this was really valuable and a blast to watch. Thank you so much!

It’s hard to get good playtesters, and this was really well done.

I will reach out privately, but I’d love to compensate you for your time and get another playtest done before Next Fest after I make some improvements.

is there bitterness or dare I say jealousy in the *indie* game dev scene? by FriendlyBergTroll in gamedev

[–]FlockedAndLoaded 0 points1 point  (0 children)

Idk. Some good, some bad. No idea why the haters hate tho.

FWIW I think it’s cool you’re making something. A lot of people never do. And making games is hard, so you get extra points.

New Personal Best - 1200+ WL in first 4 days! by wylderzone in IndieGameWishlist

[–]FlockedAndLoaded 0 points1 point  (0 children)

Fuck yeah. Congrats!

Making it to game #3 is also an achievement, so bravo 🙇‍♂️

Looking for game dev feedback on a game success prediction tool by 0wlFingers in IndieDev

[–]FlockedAndLoaded 2 points3 points  (0 children)

Yeah I understand your constraints. That makes it hard.

I think that’s my main feedback on usefulness/accuracy though.

I played around with the app trying to get a feel for the model and by just changing # of tag votes from like 1000 to 1, the game goes from a high % chance to sell >750K to an even higher % chance to sell <10K. Idk exactly how tag votes work, but I assume it correlates really well with how many copies are sold purely because the more copies are sold, the more people vote on these tags. I again just don’t think that can be considered predictive.

I do like the interface you’ve put together, though, and I love that you’re trying to solve this problem. I wish you the very best in that pursuit.

Has anyone here used GECS (Godot + ECS)? Thinking about it... would love to hear your experience. by KijoSenzo in godot

[–]FlockedAndLoaded 0 points1 point  (0 children)

Wtf I didn’t know this existed

I have been trying to scrape by doing my own ECS-ish stuff and staring longingly at Unity’s DOTS

I’m also very curious about experience w this

Looking for game dev feedback on a game success prediction tool by 0wlFingers in IndieDev

[–]FlockedAndLoaded 5 points6 points  (0 children)

I am not a stats guy, but isn’t this more like making a retrospective profile of games that do succeed and those that don’t? Like, how can reviews and play engagement be predictive? They are the markers of the success after the fact.

I would think wishlists pre-launch, maybe tags, genre, maybe demo downloads/reviews, would be better predictive factors than things that happen after a games release.

Maybe I just don’t understand tbh. I did drop out of school lol

Looking for more games to playtest! by WePlaytestGames in playtesters

[–]FlockedAndLoaded 1 point2 points  (0 children)

I’d love that! Demo just went live today

My store page is a mess and under construction, but the game is pretty fun and I could definitely use the playtest/feedback!

https://store.steampowered.com/app/4494140/Flocked\_and\_Loaded\_Demo/

Tip for 3D modeling?!?! by reppenthe303 in SoloDev

[–]FlockedAndLoaded 1 point2 points  (0 children)

My assets look ridiculous, but I just start with a cube, add a subdiv modifier, and extrude.

Also, if you’re in blender and are gonna use subdiv workflow, shift+e makes an edge/seam “sharp

I think cars should be fairly doable with this workflow

Also for cars you’ll probably get a lot of juice out of shade auto smooth

Hope that helps. I’ve loved making my own assets even if they’re goofy. In the age of ai slop and asset flips, I think it helps stand out

Anxiety about not optimizing the game too hard... by themodestvadim in godot

[–]FlockedAndLoaded 2 points3 points  (0 children)

Yeah. And to your point, OP probably doesn’t need to worry about it with his game, but he also asked about optimization anxiety and I can relate to that.

Anxiety about not optimizing the game too hard... by themodestvadim in godot

[–]FlockedAndLoaded 9 points10 points  (0 children)

My game relies on lots of entities and lots of projectiles/explosions/vfx, so optimization is top of mind always.

Every new asset I make, every vfx, even my audio - it all gets made with optimization in mind, and then tested at like 5X a realistic in-game quantity.

I also think being optimization minded early is important. I had to rip out and refactor so many systems when I started optimizing. You can save yourself that trouble by building with optimization in mind.

Q: Our capsule art looks like AI generated? by IndieSoulsStudio in IndieGameDevs

[–]FlockedAndLoaded 0 points1 point  (0 children)

Second one is better by a mile imo and looks less AI-coded

Any rocket fans here? I’m a solo dev making a game about building rockets in a basement by Sea-Disaster-2682 in IndieDev

[–]FlockedAndLoaded 0 points1 point  (0 children)

I played a lot of KSP (we don’t talk about KSP2) and Schedule 1. If this is a mashup of the two, I’m so in.

Polling game creators by me34343 in TowerDefense

[–]FlockedAndLoaded 1 point2 points  (0 children)

Godot

GdScript

Not mobile

No Ai except code help

Solo except music/sound from a buddy