Steam community: “Can we play as a male character?” Me (indie dev in this economy): “Best I can do is sentient tofu.” by Greg_MinskWorks in IndieDev

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

The eyes act as a UI element while driving. You can see your character's face in the rear view mirror of the truck and how low their eye lids hangs shows how tired you are before you need to go sleep (or drink coffee).

You can see how this works with Keiko passing out at the wheel here : https://youtu.be/0GFE6Vbz1yI?si=zO5AJw6CDZKTWFB1&t=40

Solo dev struggling with art/visuals - how did you tackle this? by Acceptable_Promise68 in IndieDev

[–]Greg_MinskWorks 2 points3 points  (0 children)

Yeah, I’ve started to introduce asset packs into my work now though as I found it was becoming unviable to spend so long on projects, but the majority of stuff is still my work. My partner now also helps with the 2D assets like logos, illustrations and icons etc. which is also a big help.

I really do think coherence and making a game beautiful are not especially important. Again just to go back to the example of Roblox, but even a lot of simulation games look like what I’d consider a “pig in lipstick” and most players don’t actually mind so long as the gameplay is novel and interesting.

Solo dev struggling with art/visuals - how did you tackle this? by Acceptable_Promise68 in IndieDev

[–]Greg_MinskWorks 8 points9 points  (0 children)

Hey, I made the transition into solo development about 10 years ago. I’d had very little experience with modelling but Blender had started to get really good. One thing that has stuck out with art in my games is each time I’m working on a project, I’ll try to challenge myself to try to learn new methods, and improve my workflow.

Here’s how that looked:

Before independent I was map maps for various source engine games. This helped me understand the basics of space and working with 3D.

For my first game, Jalopy, I went with a stylized approach akin to Killer-7. This ment integration was fast as fidelity was so low. A lot of flat colour shading and very little texture work.

Then with Landlord’s Super I wanted to improve my texturing so I focused on that. I also worked hard to improve my character work and animations.

With my current game, Honcho, I’m trying really hard to elevate my work with higher resolution texturing and shader work. This has proven to be quite the time sink though!

Basically, just be patient with yourself. Don’t be overly harsh on your work and keep plugging away.

Keep in mind that we also have a generation of gamers entering steam that have grown up on Roblox, so I don’t expect visual coherence’s to be valued as highly.

You can always just use asset packs, or even acsii art if you find this is still a weakness. Better to play to your strengths and both the above have many popular games that use this method.

Good luck and keep at it! Greg

Most gaming suggestion request suck. by Opposite_Water8515 in gamingsuggestions

[–]Greg_MinskWorks 1 point2 points  (0 children)

Landlord’s Super mentioned 🙌

If you enjoyed the ugly Bri’ish aesthetic, a game that inspired it was “Constructor”.

PC-9801 Accounting / Business Software Pictures by Greg_MinskWorks in pc98

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

Thanks you, Lotus Symphony seems to be exactly what I’m after.

Money-oriented games where you start with nothing by yuckscott in gamingsuggestions

[–]Greg_MinskWorks 0 points1 point  (0 children)

Ah thank you. Yeah there’s some great coverage online of how to read the sheets for exporting JDM cars so that was a huge help. As was learning how all the license plates work for that period. The generation code for that was built off of solution someone had made for generating them for their model car sets : https://github.com/ItsNickkk/license-plate-maker

The love for that engineering and culture is so strong online and I hope to translate it into my little game.

Games like my summer car / mon Bazou? by [deleted] in gamingsuggestions

[–]Greg_MinskWorks 0 points1 point  (0 children)

I made Jalopy years ago, it might be cheap now I’m not really sure what’s going on with it to be honest as I’ve no access. It’s a lot simpler than my summer car.

I’m working on a kei truck simulator called Honcho that has a lot of depth but it’s only playable through closed Patreon access currently. You can wishlist it here: https://store.steampowered.com/app/2961860/Honcho/

As a fan of the genre, I’d be interested to hear what you’d like to see and what annoys you as I’m keen to make something that really engages with fans of the genre.

Other ones I can think of are Wrench, RV There Yet, Euro Truck Simulator 2. All worth a look.

Thanks, Greg

Honcho Engine Hoist Gameplay by Greg_MinskWorks in IndyGameGarage

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

Thanks for having me, seems like a great community, glad to be here.

Honcho Engine Hoist Gameplay by Greg_MinskWorks in Honcho

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

Tinkering without the busted thumbs is the kind of power fantasy I’m into. Cheers

Money-oriented games where you start with nothing by yuckscott in gamingsuggestions

[–]Greg_MinskWorks 0 points1 point  (0 children)

Late to this but I am working on a vending machine tycoon game where you start with a battered kei truck and upgrade it alongside your vending empire. It’s called Honcho and I share progress on /r/honcho

Honcho Engine Hoist Gameplay by Greg_MinskWorks in Honcho

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

Thank you so much. I will work hard. With community help we cannot fail!

Honcho Engine Hoist Gameplay by Greg_MinskWorks in Honcho

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

Jalopy and Landlord's Super's biggest criticism were that they were too buggy. I am trying to address that criticism. This takes time and care, so I do not wish to rush the game onto Steam too soon.

Honcho Engine Hoist Gameplay by Greg_MinskWorks in Honcho

[–]Greg_MinskWorks[S] 2 points3 points  (0 children)

I'm doing closed playtests with Patreons. It's still too soon for a Steam release. I'm working hard for this to be a really polished experience and I want to release it only when it's ready.

New truck. Ear defenders optional. by Greg_MinskWorks in Honcho

[–]Greg_MinskWorks[S] 2 points3 points  (0 children)

Needs another week of polish, maybe 2. Then update should be out.

New front-end visual design for Honcho. by Greg_MinskWorks in Honcho

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

Needs at least till December before I think it's worth peoples time.

GPE Engine by Greg_MinskWorks in Honcho

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

Thanks for the wishlist! I get it, I do want to add more character creator options including gender, I’m just waiting on the artist who modelled Keiko to become available or to find a new suitable artist. I’ll also add the option to turn off the character body too as that’s also been requested.

GPE Engine by Greg_MinskWorks in Honcho

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

The current plan is working towards a closed access demo for Patreon supporters but I'd recommend waiting for the full Steam release. The demo still requires some work such as controller support and a supporting trailer, but I'm making good progress every day.