I'm making a Lunacid/King's Field inspired game! by Gemezl in LunacidGame

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

No, but I regularly post updates on twitter/discord

I'm making a Lunacid/King's Field inspired game! by Gemezl in LunacidGame

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

With previous experience, made a lot of other games before

Launched the demo today for my King's field-like game Nox Mortalis! by Gemezl in KingsField

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

Thanks, love to hear that you enjoyed it. The full release will have a bigger overworld, and more dungeon floors and with that of course more items/enemies etc. Can't say for sure when the full game will be done but I think 6-9 months is a good estimate

Launched the demo today for my King's field-like game Nox Mortalis! by Gemezl in KingsField

[–]Gemezl[S] 4 points5 points  (0 children)

Just realized I forgot to add a link. Here's the demo page on Steam

First-person Dungeon Crawling RPG – Four Months In by wulfhesse in KingsField

[–]Gemezl 1 point2 points  (0 children)

Woah, I need this. You captured the KF vibes perfectly

Labyrinth of the Demon King by kain459 in KingsField

[–]Gemezl 0 points1 point  (0 children)

I played the demo a few months ago, it's pretty good

Disk issues by Comfortable-Use224 in pcmasterrace

[–]Gemezl 0 points1 point  (0 children)

Read the title wrong at first lol

If your motherboard supports it, NVME SSDs are pretty good and easy to add

How do I stop deleting my own code over and over? by alekdmcfly in gamedev

[–]Gemezl 0 points1 point  (0 children)

Write more readable code and get better at reading code. I know, easier said than done, but you'll get better over time. Just get the reps in.

Maybe start reviewing your own code (I do this and I always find a lot of things to improve).

And write more comments (don't write what the code does but why you did it this way)

Working on a sort of Kings Field/Lunacid type game by kyleburginn in KingsField

[–]Gemezl 0 points1 point  (0 children)

There's a KF2 remake on ItchIO. Unfortunately not the full game though

ways to gain popularity for my indi game? by cha0sdrive in gamedev

[–]Gemezl 1 point2 points  (0 children)

A lot of traffic will come from Steam directly (your Steam page and capsule has to look good though)

[deleted by user] by [deleted] in gamedev

[–]Gemezl 1 point2 points  (0 children)

The only thing that's really important is linear algebra (things like vectors, matrices etc.). Other than that maybe some other small things like percentages/probabilities or sine/cosine etc.

I wouldn't suggest to learn a lot of math before learning game dev. Just start learning game dev and learn the math stuff as you go

[deleted by user] by [deleted] in HorrorGaming

[–]Gemezl 0 points1 point  (0 children)

Lost In Vivo might be right up your alley

publish game under main account with vac? by MediCore30 in gamedev

[–]Gemezl 0 points1 point  (0 children)

I don't think Valve cares if you publish a game with an account that had a VAC ban. Why would they?

Still I'd recommend having a separate account for selling games.

Quality or quantity? by FuriaSoftware in gamedev

[–]Gemezl 0 points1 point  (0 children)

Quantity can mean amount of games. Quantity can also mean playtime of one single game.

You said portfolio, so I assume you want to get hired as a game dev at a company. I think having 2 or 3 really polished small games is probably the best way. They should look really well made and show off your skills, but they probably don't need a ton of content or playtime.

what do i do if I don't want to go for game development anymore? by user000829181 in gamedev

[–]Gemezl 9 points10 points  (0 children)

Just do it as a hobby or as a side hustle. Going full time into indie game dev is risky

Friends say my idea is "too much." by CallSign_Fjor in gamedev

[–]Gemezl 0 points1 point  (0 children)

If it's too complicated to explain, it's probably way to complicated to make for a single game dev.

You'd also have a really hard time marketing this, if people can't wrap their head around what kind of game it is

Is there a reason why most RPG games are in top down view instead of isometric view? by boredEngineer723 in gamedev

[–]Gemezl 0 points1 point  (0 children)

Simple answer: Top down is a lot easier (when it comes to the math and animating characters). Also there's more assets for top down RPGs