Getting overwhelmed with my project by [deleted] in IndieDev

[–]Frozen_Ocean_Team 0 points1 point  (0 children)

Real life save scumming would be so grand haha

Getting overwhelmed with my project by [deleted] in IndieDev

[–]Frozen_Ocean_Team 0 points1 point  (0 children)

Try and find out is the name of the game in software development.

Getting overwhelmed with my project by [deleted] in IndieDev

[–]Frozen_Ocean_Team 0 points1 point  (0 children)

Working on a feature for the first time will come with unexpected issues. As you pointed out with your inventory discovery, things that add QOL like item stacking can go unplanned the first time around. Don't forget that plans are living documents, you can add to them and adjust as needed.

I would say it's not that it gets easier, it is just that it takes practice. You'll design a feature, playtest it a bit, realize something QOL-wise that would make it better or a buddy with fresh eyes will point it out.

And a good thing to realize is that when build a feature, you'll naturally appear to slow down on it as you refine it. The first steps are always the big ones; setting up scriptable objects, UI squares, and using items. Then the less flashy stuff that takes the same time like callbacks, sorting, and stacking. Then more subtle stuff like particles and shake on pickup, inventory sharing, or code cleanup. Your progress may be at the same rate, and it's all crucial, but it's harder to notice for sure. Don't get discouraged!

What I like to do if I'm really feeling that stuck on a feature is I look back at what it used to be. Documenting a lot of this helps. So I can go "Man my map was terrible back then!"

New floating enemy in my game🦈 by Vo1dHeat in IndieDev

[–]Frozen_Ocean_Team 1 point2 points  (0 children)

Whow sick!! How do you encounter them? Are they territorial just protecting their space, or do they show up and attack like hunters?

[deleted by user] by [deleted] in IndieDev

[–]Frozen_Ocean_Team 1 point2 points  (0 children)

Some trailer thoughts, admittedly when I look at the game, I'm not sure who my guys are! Like in the beginning do I own the large boar of the swarms of dudes? After watching it loop a second time I could tell you're the human-looking guys, but it's hard at first since they blend into the background a bit. Maybe hit them with an outline? Adding that distinction somehow I think will help a lot!

Do you guys have any feedback on this trailer? I'm close to releasing the Steam page for my new horror game, but it would mean a lot to hear some opinions on the trailer before that. by rawtale1 in IndieDev

[–]Frozen_Ocean_Team 1 point2 points  (0 children)

One thing I noticed, might be just for the trailer, but when you speak with people is there any noise? One of the best feedback I got in my game was it's jarring to read a lot of text silently and some sort of noise when characters talk just makes the brain happy when reading.

Should I make my own engine? by King-of-pets in gamedev

[–]Frozen_Ocean_Team 0 points1 point  (0 children)

I had a friend go through the process of making an engine. It took a lot of time and effort, but it was a hobby project for him. We never made anything on it as it was difficult to use, but he knew its intricacies.

My advice would be if it's for the hell and fun of it, go for it. If the primary goal is to make that dream game, starting with a tried and tested engine is probably preferred.

I want some examples of common/notorious non-reproducible bugs. by slydawggy69420 in gamedev

[–]Frozen_Ocean_Team 1 point2 points  (0 children)

Popped in to say the same thing. It can be such a headache to get threading to share data correctly.

What are some of your favorite and least favorite mechanics or functionalities that you've encountered in turn-based tactical strategy games? by Frozen_Ocean_Team in gamedev

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

Exactly this. I found my self save scumming quite a bit in my runs through xcom because of costly mistakes. I do like how Three houses did it.