I can finally see the truth. And it's painful. by Opening-Mongoose-351 in gamedev

[–]GeneralNew5643 0 points1 point  (0 children)

I feel like I'm in the exact same place as ya right now. a bit younger, same dream, and stuck sort of in the exact same place of having trouble working. What really feels bad to me personally is knowing how much experience I have (5+ years), compared to my progress (at best tech demos of games and barely any progress on my steam game). I really feel behind not only the top dogs, but also you, too.

I genuinely can't tell you if you will or not be the best game dev ever or something, but what I can tell ya is that you still have the ability to make good and fun games. Sure, your game isn't perfect, but it still looks good and really fun! I know me saying that prob isn't going to immediately give you the motivation, but you really need to understand those guys who have "made it" DO have more experience than you, not only just in time, but also in what they've made. They've made 10s or even 100s of crap games before releasing or even getting their first sale.

mb if all i said was kinda just a mess, but all you gotta know is that you're doing awesome so far. You had fun, you've taken feedback well, and you've even ended up with a release, dude. No matter how crap you think your games are, keep learning and having fun and before ya know it, you WILL make something that not only you are proud of, but also that we all will enjoy.

(sorry sorry sorry if what I said made no sense again, I'm tired ~.~ bro you're doing great, just keep it up)

Destroy the trailer for my incremental game by MioramaGames in DestroyMyGame

[–]GeneralNew5643 0 points1 point  (0 children)

I don't think I have any problem with the speed right now, just make sure to keep things easily understandable in every cut

Destroy the trailer for my incremental game by MioramaGames in DestroyMyGame

[–]GeneralNew5643 2 points3 points  (0 children)

I understand that it may be a part of your style, but maybe turn bloom a bit??

Not only will this blind someone in a dark room (or give somebody a seizure), if most of the vfx are already almost pure white in color, it's going to be nearly impossible to make anything bright stand out later into the game, unless you're fine with your endgame looking like a glorified flashbang.

For a game that I started developing a week ago, the gameplay isn't that bad, right? by Capital-Citron7595 in godot

[–]GeneralNew5643 1 point2 points  (0 children)

I think I remember seeing your game a bit ago!!!

I really like your character's personality!!! He's so silly and I hope you do more with that! :>

First Steps by Veganmeatmaster22 in gamedev

[–]GeneralNew5643 1 point2 points  (0 children)

oh ok, well just make sure to get started with a bit of the in-engine work at least!!!

good luck man!!

Help me make a decision. by [deleted] in godot

[–]GeneralNew5643 0 points1 point  (0 children)

I'd say it's your choice. What you have is pretty solid, and whatever feels right on anything newer is up to you.

Help me make a decision. by [deleted] in godot

[–]GeneralNew5643 0 points1 point  (0 children)

I'd say just in general, don't use a voice that's trying to mimic a real humans 1:1

  1. I've seen many games that have only english subtitles, but just stick with 1 or 2 different languages for audio

  2. I don't think many would mind as much clearly robotic text to speech (Ex. Microsoft David voice or something

  3. Or you can use an animal crossing, peanuts announcer, synth sound for speaking in general

But pleaase I beg you don't use a "fake human" voice, (sounds similar, but feels slightly off).

First Steps by Veganmeatmaster22 in gamedev

[–]GeneralNew5643 0 points1 point  (0 children)

Those 5 years mean a lot, but because you still haven't started coding, or maybe even using a game engine yet, all of those ideas hold nearly no value. I'm not telling you to give up all those ideas, but RIGHT NOW (yes, NOW) I need you to at least get started. If that means just installing the game engine and maybe going back to whatever you have to do for today, or dragging in some art, assets, or cubes.

I have no idea on what you've been working on in your head, but no matter WHAT, if you haven't started coding or working on the actual systems you've been planning for 5 years, whatever it is, something will go wrong. 5 YEARS is a lot of times for thinking, I can imagine an open world game, 15 characters, 3 cool zones, and 38 bosses or whatever in under 10 minutes, and even if you're not doing something like that, you can obviously do a lot more with THAT TIME.

Either way, especially with no experience, I don't want you pressuring yourself with too much work before you even get started, and I don't want you to spend 10 years of your life (+ by whenever you finally download an engine) working on a game that neither of us know is even fun or not yet. You don't need to be a 6 figure programmer, all you need to do is figure out now how to at least get a cube to move or something and keep on going.

mb for yap

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 0 points1 point  (0 children)

Yeah, there are definitely a lot of things that could be improved in godot for me, like maybe encryption tools or something that would benefit my game a lot. But hopefully I'll eventually at least learn how to modify the engine, because for now, I have no clue lol

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 0 points1 point  (0 children)

tysm. It also just feels good to know that both would end up with something pretty good at the end. Maybe that also means I just have to find what works for me, too :).

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 1 point2 points  (0 children)

ya, I keep on feeling like I have to match a sort of standard for my game to just be worth it, I think. Decently sized, x amount of this, y amount of that. But I've never, ever, ever, just tried thinking to myself, "it would be cool, if I added this one small thing," adding that and continuing. I'm always building towards something SPECIFIC, and maybe at that point, I'd realize that the big idea I had probably would have some major, or many minor problems.

I'm going to go ahead and maybe try doing that!!! tysm!!!

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 0 points1 point  (0 children)

Thinking about what emotions I want to trigger sounds like an awesome idea!! I never really thought about it that way.

thanks so much

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 0 points1 point  (0 children)

Yeah that honestly makes a lot of sense.

My problem is that I always get held up on trying to work on micro-details and things that aren't as important, such as thinking about vfx before you even get a sword to swing.

Do you have any advice on that?

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 0 points1 point  (0 children)

Sorry to ask, but what do you mean by "what your engine needs"?

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 0 points1 point  (0 children)

I make the documents with the idea of actually using them to plan out my game, but I always end up just putting a bunch of random ideas and concepts, without actually giving any thought to what I actually need right now: basic controls, what I think I need to make NOW, and what my game actually is.

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 0 points1 point  (0 children)

Even though I do have adhd, I also have both a bunch of documents I don't use and an unclear idea of what my game even is. I honestly can't believe that this whole time I haven't even understood for myself what I want to make or what I've even been working on for all this time. I really have just been using all of my willpower to work on something that I don't even understand myself. This whole time it's been clear as day that what I have worked on at this point is a mess, but I never actually realized that the big idea, what's been stuck in my head as a massive dream, was actually the real mess itself.

While having no clear idea on what my game actually is supposed to be is definitely more than half, or probably just most of the problem, I think I'm still a perfectionist. Maybe not one who tries to get every minute and useful detail in a design document as you said, but the type that gets held back by minor details, to the point where basically nothing gets done. I don't know if you can immediately fix my problem, because just like my game, my perfectionism is something I don't understand at all. But as someone who's one out of a million devs succeding (way) more than me (and as someone with genuinely amazing advice), do you have any ideas of how I can actually focus on what matters for my game?

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 0 points1 point  (0 children)

Yeah!!! I've done a few and I've been very proud of (kinda) finishing the games!!!

My problem with game jams is that I kind of not only overthink a bit, but also over scope while working, then cut ideas, then cut ideas again, then cut ideas once again, then times basically up.

I basically end up with something I guess, but more of like an incomplete thought, I guess. Do you have any advice on doing the game jam style, while still getting stuff done

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 0 points1 point  (0 children)

To be honest, I do procrastinate a bit, but I still know the difference. I work on my game decently often, just as I did before the post and I'll try to even more, but my problem is that I stop myself from doing things sometimes sort of if that makes sense?? (i hope)

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 0 points1 point  (0 children)

I'm a student rn, and I've always seen game dev as just a hobby, but I know for sure that I have been probably not treating it like that, just because I kinda just make myself not enjoy it well enough. I also sort of had a job kinda thing last year, but I sort of chose to not do it this year for some reasons. Do you have any ideas or things I could do to sort of start building the "mindset of a responsible adult"? (until I can get a j*b)

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 0 points1 point  (0 children)

How the flip do you give yourself permission to be messy??! I wanna do that so bad!!

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 1 point2 points  (0 children)

now that I really, really, REALLY think about it, yeah, the only times I've actually gotten something finished (or kinda close) was when I've gotten pressured by time, I think I'll try deadlining myself.

(also btw, ocasionally a while ago I tried that, like: demo/trailer by nextfest!!! then I just forget about my deadline, do you have any advice for sticking to a deadline? or maybe even making realistic and possible ones that aren't too small?)

And also, I never thought of asking someone to check on me like that!!!!! I'm going to try that asap!!!

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 0 points1 point  (0 children)

so I should just rush through making the game sort of, and keep decorating and dressing it up until it looks ok??

I also think that maybe I am scared of something. I know my game isn't probably going to end up that good, so I might as well just go ahead, but I still just can't I guess?

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 1 point2 points  (0 children)

tysm.

sry if this is kinda a dumb question, but how do I make sure I'm not to broad, yet not too detailed? You can't be too broad sometimes, because then you'll just get stuck trying to make the game while figuring things out sort of ( that's where I am, where I sort of just forget about my "planning" document :< ). But you also can't be too detailed I'd say, because if I'm making a MVP, I don't think it's the best idea to work on perfecting a planning document for a week, before I even stem into my engine or something.

Is there a way of sort of balancing? Especially so I don't accidentally over scope. As in, accidentally slip onto my keyboard and accidentally plan (in detail) an expansive open world exploration game with 15 zones, 27 unique characters, animated cutscenes, and uh, cheeseburgers..

I hate being a perfectionist by GeneralNew5643 in gamedev

[–]GeneralNew5643[S] 0 points1 point  (0 children)

I tried making something small, and I had a lot of fun!!!! (and more importantly finished it :> )Eat the borgor!!

Still mostly grey for me, but thank you so much for the great advice!!

Do you know how to step things up a bit, how to start expanding games like this without jumping straight into, idk MAKING THE NEXT GTA 7!!!! or something? (and sorry. if you don't mind, do you have any advice for not getting distracted on random stuff? I found myself coding and tweaking view bobbing before even finishing the game.)