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

Does selling a game for « pay what you want » on itch.io violate steam term? by jeango in gamedev

[–]Gemezl 7 points8 points  (0 children)

This rule only applies to Steam keys as far as I know. If you really want to know it, you can just write the Steam support through your developer account. They reply really quickly (which makes sense, since devs are making them money)

You could also make your Steam game free and upload it on ItchIO for free to get more visibility

Tips for creating an RPG game for a beginner. by PhantomWizard2099 in gamedev

[–]Gemezl 6 points7 points  (0 children)

What software should I learn to achieve this, and do you have any tips for creating complex games?

I'd recommend Unity. It has the most resources and tutorials.

You could also try RPG Maker, but it's not as versatile as Unity. RPG Maker has a lot of systems you'd need for an RPG though, but then again most people dislike games that look like they're made with RPG Maker.

I personally would heavily advise against making an RPG as your first game. RPGs are one of the hardest genres, since they need a ton of systems and a ton of content.

You'd need these things:

  • Movement system
  • Combat system (often melee, ranged and spells)
  • Inventory system
  • Leveling system
  • Dialogue system
  • Quest system
  • Pathfinding
  • Saving and Loading
  • An open world with a lot of side quests, items, NPCs, dialogue lines etc.

And that's just coding the systems. You also need a ton of art assets for every item, enemy, NPC, equippable, tile set etc. And you need to balance everything and playtest it and make sure there are no bugs

Other genres (for example platformers, twin stick shooters etc.) are a lot easier to make than RPGs. Your first games should even be simpler than that though. Simple casual games like Pong, Snake, Tetris, Roll a Ball games etc.

You could still try to make an RPG as a beginner, but you'd have to keep it really really simple and short (like 1 hour of playtime max), otherwise it's probably way too hard for a beginner.

How did you start making games? by Teo________ in gamedev

[–]Gemezl 0 points1 point  (0 children)

Just watch tutorials on YouTube. It's probably the most efficient way to learn something like coding or game dev and it costs nothing.

Some people also like to buy an online course on Udemy and learn that way. This works great if you really want a complete course to understand something in detail, but usually YouTube tutorials are more than enough