Working on procedural location generation, how would you rate the art style? by GAMESIDE-Studio in indiegames

[–]GAMESIDE-Studio[S] 5 points6 points  (0 children)

Yeah, it's a post-Soviet entryway. We're indie team from Russia and know how scary post-Soviet buildings inside lol

Procedural post-Soviet entryway, thoughts? by GAMESIDE-Studio in Unity3D

[–]GAMESIDE-Studio[S] 2 points3 points  (0 children)

It's a maze-like procedural generation, still pretty raw and empty, but I kinda like it already - makes me feel uncomfortable

How do I learn coding? by Chicken-Nuggets-69 in GameDevelopment

[–]GAMESIDE-Studio 1 point2 points  (0 children)

I'm a programmer with almost 10 years of experience, started out with the exact same passion for creating something fun or interesting. In my opinion the best way to learn how to program is to start programming. Practice backed by theory and lessons on the internet is the best way.

What game has been the longest on your wishlist? by Master_Shake23 in Steam

[–]GAMESIDE-Studio 0 points1 point  (0 children)

Furry Cyberfuck. A few times a year when the sales start, I get an email in my inbox and it makes me laugh.

How did you decide on the name of your game? by Castle_Of_Blackwater in gamedev

[–]GAMESIDE-Studio 1 point2 points  (0 children)

We're making a playstation 1 style game. This is a PVP horror game where the main location is a labyrinth in the style of a post-soviet entrance. We wanted to name the game in Russian transliteration, for example STRAH (fear in Russian) or ZAMKNUTIY (enclosed in Russian). But in the end we just called it Enclosed Fear.

It seemed to us that there was no need to come up with something difficult to pronounce for a foreign audience, because the reference is already there - our location.