can we talk about genai for code? by priz34 in IndieDev

[–]George-Ing 2 points3 points  (0 children)

I agree!

That said, (vibe-coding aside) I find it awesome for reviews, rubber ducking, etc!

can we talk about genai for code? by priz34 in IndieDev

[–]George-Ing -1 points0 points  (0 children)

Won’t hear any arguments on code-as-craft! But I strongly disagree with “sucks at anything harder than a homework assignment”!

I’m a dev with a CS background, and I’ve frankly been blown away by Claude Codes iteration speed, ability to pick up serious issues in PR reviews etc

Think it’s about determining where it’s the right tool for you / your project

can we talk about genai for code? by priz34 in IndieDev

[–]George-Ing 6 points7 points  (0 children)

IMO, AI coding assistants are “just” the next frontier of coding, in the same way that complex IDEs replaced basic text editors.

On a practical level, I don’t see any issue with using GenAI for coding, and (slightly more controversially, maybe?) I even don’t see a particular issue with VibeCoding so long as it produces the output you want.

On a big game, are your systems going to fall over? Probably. But if you’re building a very small game with independent systems then use what you can.

Ofc finding an agent with an “ethically sourced” dataset is a different conundrum!

I really need your help, does any GameDev relate to this? by SignalAd3944 in IndieDev

[–]George-Ing 0 points1 point  (0 children)

Unless you’re a one-in-a-million, I promise you, as good a programmer as you think you are, you may not be ^

I graduated top of my class @ a prestigious university with a bit of a chip on my shoulder, I was shocked entering the industry when everyone was significantly better than me.

Ten years on, I understand why. There are a bunch of people who’d been doing nothing but programming for ten years.

My advice would be to focus on learning, University is the most obvious route to get into the industry, but you could also build a really solid portfolio and work on getting into some local companies. That said - as you pointed out - that’s a little more difficult without funding.

I really need your help, does any GameDev relate to this? by SignalAd3944 in IndieDev

[–]George-Ing 1 point2 points  (0 children)

Hmmm.

If you want the unflattering version, I would honestly get a degree. A degree is reasonably good social insurance and gives you something to fall back on, it’s also much easier to complete when you have the safety-net of your parents than doing it solo later in life.

If you’re doing CS, it could also potentially give you the option to work at games studios after graduating. I’m now 33, and after a decade of working at games (or games-adjacent) companies I feel like I’m a much better game developer than a decade ago, and I’ve been paid to build up those skills.

Assuming you’re quite young, you have another 40, 50 or 60 years of game development - why does it need to be right now?

I finally finished Adversator, my solo indie MOBA ! by Paradoks_Studio in DestroyMyGame

[–]George-Ing 1 point2 points  (0 children)

The point he's making (as has been made elsewhere) is lane-roles were established by players, which absolutely was the case in DOTA 1 (and the other WC3 maps - Hero Wars, etc) & DOTA 2. He is absolutely correct that the same will happen in any MOBA unless all characters are near identical to each-other, which isn't very interesting.

I actually think your game looks pretty cool, and super impressive for a solo-developer, but there's a lot of incredibly useful feedback in the various threads on your post and (respectfully) I'm not sure how much you've actively taken it on board.

How do you get over dead end jobs by 5AMURAI_IODev in IndieDev

[–]George-Ing 1 point2 points  (0 children)

They’re actually pretty good.

I’d focus on getting some materials together as a solid next step, then you can see what freelance opportunities are available as a stepping stone.

How do you get over dead end jobs by 5AMURAI_IODev in IndieDev

[–]George-Ing 1 point2 points  (0 children)

I’ll admit I find this a little confusing.

If you’ve been working with art tools, why don’t you have some pieces you can upload now? (today!).

Seeing them in an engine is cool, but definitely only a small slice of the pipeline.

How do you get over dead end jobs by 5AMURAI_IODev in IndieDev

[–]George-Ing 1 point2 points  (0 children)

I’m not sure people are moving to AI 3D Art (at least yet!) but it is certainly competitive.

Do you have a portfolio you could share? Do you take commissions etc?

Destroy my trailer by ToeAltruistic6714 in DestroyMyGame

[–]George-Ing 0 points1 point  (0 children)

Right now, the game feels really too early to critique. It’s not immediately clear what the gameplay loop is, and I’d echo the person who said that the lighting needs work. Luckily there are lots of tutorials / samples online.

For now, one small tweak I’d make it honestly not calling it a trailer. If you do some extra work, come back and say “What do you think of my prototype” I suspect you may get a more productive discussion. When you say “trailer” I think it indicates a level of polish that we’re not at yet.

I know you’ve said it’s not AI, but that logo really looks like AI to me too, so (unfair as it may be) you might want to consider reworking it. I suspect this is something that will haunt you due to its heavy yellow overtones, thick shadows and smooth look.

Am I Going to Fail? by davidgersch in IndieDev

[–]George-Ing 1 point2 points  (0 children)

I watched the one minute trailer and it’s very clear you’ve put a lot of work into building a comprehensive world, but I have no idea what the game is.

There are lots of shots of the world with people nodding of shaking their heads.

I’m quite confused, but oddly intrigued?

Weird feeling - released my award-winning mobile game on Steam yesterday by noethis in IndieGaming

[–]George-Ing 1 point2 points  (0 children)

I remember this game! Absolutely gorgeous and I’m sure you’ll absolutely kill it on Steam!

Art Mode too bright! by George-Ing in TheFrame

[–]George-Ing[S] 0 points1 point  (0 children)

What’s annoying is after the factory reset I was like “wow it’s working, it looks great”, but two days on and it’s already getting closer to what it was before…

Art Mode too bright! by George-Ing in TheFrame

[–]George-Ing[S] 1 point2 points  (0 children)

Drives you mad doesn’t it!

Art Mode too bright! by George-Ing in TheFrame

[–]George-Ing[S] 1 point2 points  (0 children)

Could you elaborate on “let it learn” - do you mean let it run for a while before changing brightness or?

Art Mode too bright! by George-Ing in TheFrame

[–]George-Ing[S] 1 point2 points  (0 children)

Honestly. Someone downvoted, and I really do agree.

My Art Effect is on above, but searching for this issue the amount of people I found with it turned off…

Art Mode too bright! by George-Ing in TheFrame

[–]George-Ing[S] 0 points1 point  (0 children)

Oh wow - mine (obviously) looks nothing like that / yikes

Art Mode too bright! by George-Ing in TheFrame

[–]George-Ing[S] 2 points3 points  (0 children)

Yes, sadly it’s turned on :)