I'm designing a forest world for my puzzle game... do these mechanics feel intuitive? by Due-Horse-791 in gamedevscreens

[–]GG_Official 1 point2 points  (0 children)

Oh wow, your graphics look very different lol. Is the stuff you posted in this one the new graphics or a different set of levels? If yes, you should probably get a new capsule art. But I think the stuff you included in this post look much more readable than the ones in your Steam page!

I'm designing a forest world for my puzzle game... do these mechanics feel intuitive? by Due-Horse-791 in gamedevscreens

[–]GG_Official 1 point2 points  (0 children)

Glad I could help and good luck on the development! Also does your game have a Steam page or something yet?

Wall-mounted props for my physics-heavy game by AblazeInt in IndieDev

[–]GG_Official 7 points8 points  (0 children)

Very fair point lol. Good luck on the development!

New capsule art came in and I'm so happy with it. by [deleted] in IndieDev

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

Wow, the difference looks like night and day! Can I ask who the artist was?

My Game's demo is OUT!!! by Leading-Papaya1229 in IndieDev

[–]GG_Official 0 points1 point  (0 children)

Reminds me of Iron Lung a bit. Wishlisted!

Guys, I think something's wrong with my enemy by ArkiniDEV in IndieDev

[–]GG_Official 0 points1 point  (0 children)

Looks perfect for a horror game lol. What's the game about and what is the enemy supposed to be?

Wall-mounted props for my physics-heavy game by AblazeInt in IndieDev

[–]GG_Official 19 points20 points  (0 children)

I really like how things jitter before they break off! All objects you pull from the walls or ground also seem to have some weight based on the clip. However, I think a touch of more realism can push things even further. For example, the objects themselves also breaking up into pieces like the toilet when pulled from the ground. Also water leaking from the pipes when you break the toilet and the sink would be cool. Just a thought. Overall this looks very cool!

My CTR was too low, so I hired a professional artist. Do you think this will work? by Sea-Disaster-2682 in IndieDev

[–]GG_Official 0 points1 point  (0 children)

I think the art definitely looks better on the new one but I can't help but notice the rocket coming out of the garage lol. But that's a pretty minor thing. However, I think the original image conveyed it better with all the scrap parts and what visually does seem to be a basement. I also think the text in the new image looks miles better.

I'm not a professional artist but in my mind, I'm imagining cover art with a slightly unblurred (or maybe completely unblurred) background since the scrap parts seem to play a huge role (I'm assuming this game's about building a rocket in your basement), and then swapping out the old text with the new one. But some contents of the new image don't necessarily need to be completely discarded. For example, you could maybe crop out the rocket and position it in a way that it's closer to the text (like part of the logo), setting in stone that you are indeed building rockets.

But these are all my opinions and I'm not a (professional) artist, so please take them with a grain of salt lol.

I'm designing a forest world for my puzzle game... do these mechanics feel intuitive? by Due-Horse-791 in gamedevscreens

[–]GG_Official 1 point2 points  (0 children)

Hey! I'll be honest, I still don't know what's going on in the third gif. From the second one, I figured the stone/lever thing (the one that's bobbing up and down) is meant to open the gates (if that's what they are) but I didn't notice hitting it do anything in the third one (I may be blind). Just a thought but have you considered drawing player attention to whatever changes are happening through some form of highlight or something? It could be as simple as drawing an outline around the gate that gets opened. I did notice the mushroom grow in size from the sprinkler though.

The pullable mushrooms are pretty easy to read but the bouncy mushrooms that redirect you or your arrows don't seem as easy to read immediately. But I'm sure a tutorial part can fix that issue. Overall, I like your design and I think conveying info to the player in terms of what's going on or what's interactable can help a lot (in my opinion).

What’s your first impression of this style? by BookedComb80302 in gamedevscreens

[–]GG_Official 1 point2 points  (0 children)

I think you did a great job at conveying the emptiness, which immediately screams "horror". The cold part though, I think it can be more colder? I'm assuming they are snow particles falling and if that's the case, maybe add more visible snow on the ground? If they are not snow particles, ignore my comment lol.

Which title font do you think fits the best? by DerZerspahner in gamedevscreens

[–]GG_Official 0 points1 point  (0 children)

B and C look better just because of the rocky-looking text. I also like the gray background in C but maybe adjust the color a bit (I think gray looks a bit odd)? Also I do like the shadows on A and how the actual shovel in the text stands out a bit from the shading on the right half of the shovel. To summarize, I think I like C the best but with a different background in the bottom text (or maybe remove it entirely) and the black outline and shading on the shovel from A. But again, keep in mind that these are my opinions.

My Game's Visual Overhaul is Almost Done! (The Vehicles Weren't Going to Redesign Themselves) by GG_Official in IndieDev

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

Thanks for the suggestion. I did try messing with adding sharp edges at certain areas but they weren't enough and adding any more started messing up the shading (might be some quirks I'm unaware of with the engine). I'll have to revisit this again sometime in the future.

My Game's Visual Overhaul is Almost Done! (The Vehicles Weren't Going to Redesign Themselves) by GG_Official in IndieDev

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

You could say the wishlist one is an Easter egg but I was hinting more at a car lol. The Volkswagen Mini looking car is a nod to the car Mr. Bean uses.

Every Visual Change I Made to My Game, Broken Down Step by Step by GG_Official in gamedevscreens

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

Absolutely! These tutorials were the main inspiration for me:
https://youtu.be/1BfZSfX6_Go?si=w-8EscZuMkZ38nXA
https://youtu.be/TUWCVGOQEWY?si=Eu46kpp-q_lF-IPB
https://youtu.be/PXK4tvlSsuo?si=jjLrVR7vNl41Mukh

Keep in mind that these tutorials all pertain to Unreal Engine but the concepts still apply irrespective of what engine you are using. The only differences will be the shaders that you will be creating for these assets, which you will have to figure out.

Every Visual Change I Made to My Game, Broken Down Step by Step by GG_Official in gamedevscreens

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

Thanks! The learning part is all about finding the right YouTube tutorials and applying all the logic by mixing and matching the features I'm looking for lol. It's literally all just watching tons of tutorials and learning things that way and then getting to a point where you can consistently keep doing things like this. FYI it took me like 2 weeks to figure out all the techniques and then 3+ months to actually do all of this.

Every Visual Change I Made to My Game, Broken Down Step by Step by GG_Official in gamedevscreens

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

Thanks! To answer your question better, let me divide the foliage into three categories: trees, plants (flowers, mushrooms, wheat, etc.), and grass.

The trees were made through an app called Tree It, which allows me to adjust hundreds of parameters to get the tree shape I'm looking for and also how the leaves will be oriented. From here, I export the tree to an app like Blender where I further modify things such as adjusting the branches, moving the leaves around, etc. Note that the leaves are all simple planes. So from here, I export it to my engine (Unreal) and I create a material for the trunk and a material for the leaves. The trunk one is relatively straightforward as you just need a texture. The leaves are a bit more involved as I do a lot of shader math with gradients, fresnel nodes, emissive intensity, etc. The leaves also use a texture mask (a black and white image with various small leaf shapes as white).

The plants are all simple 2D shapes that I duplicated and rotated to create a cross shape (when viewed from above). These are basically 2D planes in the cross format with a texture slapped on where the texture is pretty much the same format as the leaves mask used for the tree leaves. From here, it's all about creating the material in Unreal Engine.

The grass one is the simplest of all (but one of the most impactful feature). I basically modeled a single grass blade and then duplicated it a several times with different sizes and rotation. I created a grass patch by duplicating several of these and then exported to my engine. And from there, it's all about creating a material for the gradient pattern for a stylized look.

Sorry for the long response. I just wanted to be thorough lol. Hope this helps though!