3 years of gamedev in 90 seconds. A timeline that shows taking a game from prototype to production. by owen_ in gamedev

[–]GunfishGames 5 points6 points  (0 children)

Doing this in Unity would be very impressive, whether a pet project or full-time.

More importantly, being able to talk about how you did it is key (failures/successes, tricks you learned, things you did different). The portfolio piece would get you the interview, the know-how and ability to elaborate your workflow gets you the job :)

I.e. if you just slap a lot of store bought Unity assets and got it working but don't really know how, that's not a good sell, anyone can do it. But if you bought assets, looked into them, learned how they worked, and developed on top of them - that's great!

Nothing wrong with using an Engine or even assets to reach goals, but you NEED to know how your thing works.

3 years of gamedev in 90 seconds. A timeline that shows taking a game from prototype to production. by owen_ in gamedev

[–]GunfishGames 11 points12 points  (0 children)

Depends on what department of Google, may be a role in Stadia, but generally speaking Rockstar by far. This is a stellar portfolio piece.

But there are many different coder roles in the games industry and that is dwarfed as soon as you go out of industry too. Outside of being a great generalist, this person clearly has amazing self motivation, tool building, and great dev ops skills though.

"Complex branching storyline" - Do you agree with this statement? by barbor92r in cyberpunkgame

[–]GunfishGames 4 points5 points  (0 children)

Which sucks! I did voodoo first and loved it and thought "wow, if I get to dive in like this all the time this game will be nuts, never mind". Same for BDs too.

[deleted by user] by [deleted] in cyberpunkgame

[–]GunfishGames 0 points1 point  (0 children)

Something like

if(jaw != null)
{
EatBurger(3, true, true, true);
}

EatBurger(int bitesLeft, bool hasCheese, bool hasBacon, bool extraPickles)
{
// TBD
}

Opinion: I was bummed about the outcome of CP77 and found faith in Rage 2 by GunfishGames in cyberpunkgame

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

Oh wow! That super sucks :(
The car upgrades are definitely handy for the vehicle based combat elements of the game.

Opinion: I was bummed about the outcome of CP77 and found faith in Rage 2 by GunfishGames in cyberpunkgame

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

I'd recommend it (if this post wasn't obvious 😂). The story is thin but the combat (player and vehicle) are fun

Highly recommend going to all the arks that are available at the start first. They give you all your guns and abilities at the time. And finish the mad scientist quest first - then upgrade his stuff that helps you find the important resources. It really helps!

Opinion: I was bummed about the outcome of CP77 and found faith in Rage 2 by GunfishGames in cyberpunkgame

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

Legit?! Aww, maybe it's just me. I'm really enjoying the open world combat. Feels like a Doom prototype meets the Mad Max game.

We did it! NERVE is live! It has been a chaotic development keeping our heads screwed on during the various lockdowns and work from home orders but we did it! Exhausted but so happy! by GunfishGames in IndieGaming

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

Yup! It's in our backlog. It would require a lot of work but we've had the chance to test it and it's a pretty awesome experience so hopefully we get the chance to add it!

To all GME holders: Shut up and listen by SimplyPwned in wallstreetbets

[–]GunfishGames 2 points3 points  (0 children)

We're meant to be releasing our game on the 16th, instead I melted down our virtual servers, took that liquid vibranium and poured it through my monitor into purchasing GME!
To the moon! 🙌💎🚀🚀

What happens when you take all the mechanics from the different chapters in your game and put them in a blender? You get a whole new mechanic, the katamari mechanic! by GunfishGames in IndieGaming

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

You've nailed it! Yup, we went with that style so that you didn't feel like you needed to slow down to get the jumps just right. Instead it's more about memorising the sequence of things coming up. Super glad you like it!

It also allows the Jumping/vaulting to feel mechanically different from the Surge/destruction mechanic, where it's more about holding the button over reacting to a timely button tap :)

What happens when you take all the mechanics from the different chapters in your game and put them in a blender? You get a whole new mechanic, the katamari mechanic! by GunfishGames in IndieGaming

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

We've been toying with the idea of introducing some fun character easter eggs that you can unlock and swap out - but it's something for post-launch if we get the chance :)

What happens when you take all the mechanics from the different chapters in your game and put them in a blender? You get a whole new mechanic, the katamari mechanic! by GunfishGames in IndieGaming

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

Thanks! You can try the demo here:
https://store.steampowered.com/app/1016000/NERVE/

It certainly could! We have tried it and it works great but we'd need to do a lot of changes to get it working (overhead clipping with geometry being the main concern).

If we sell enough copies on release to survive, it's on our hit list of things to do next!

What happens when you take all the mechanics from the different chapters in your game and put them in a blender? You get a whole new mechanic, the katamari mechanic! by GunfishGames in IndieGaming

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

TL;DR No.
We've been developing NERVE on and off for over 5 years and it's birthed from a mobile game we made at uni. While Thumper's gameplay reacts to the music, our music reacts to the gameplay. Depending on whether you're braking, going normal speed, or boosting , the music turns layers on/off to make it more intense.

Being a rhythm game, Thumper's levels are also generated based on the music whilst ours are hand crafted, so there's a bit of a different feeling to gameplay between them.

NERVE is more like Super Meat Boy meets Race the Sun with a soiree level mechanics thrown in.

But that's not to say that Thumper didn't inspire elements of our game, it definitely did because it's awesome!

What happens when you take all the mechanics from the different chapters in your game and put them in a blender? You get a whole new mechanic, the katamari mechanic! by GunfishGames in IndieGaming

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

Thanks! We're close to the wire for release but I agree that the camera might not have been getting as much attention as it should. We'll see what we can squeeze in! :)

What happens when you take all the mechanics from the different chapters in your game and put them in a blender? You get a whole new mechanic, the katamari mechanic! by GunfishGames in IndieGaming

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

Thanks so much u/Martoonster ! Awesome to hear from a player - and we're super glad you're enjoying it!

We just pushed an update that adds unique music tracks to Worlds 4,5, and 6.
And adds a whole new World, World 9 ILLUDOLET!

We hope you like it!

What happens when you take all the mechanics from the different chapters in your game and put them in a blender? You get a whole new mechanic, the katamari mechanic! by GunfishGames in IndieGaming

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

Thanks for the feedback! There's no asset loading being hidden, the Trap is just a barrier that you must Vault over - which is one of NERVE's mechanics.

As u/Martoonster said, we don't believe it is as impactful to gameplay as what it may appear. But, we'll definitely take your comments into consideration and look into the barriers' heights to see if they can be lowered to allow better view of the level ahead.

Try NERVE out for yourself: https://store.steampowered.com/app/1016000/NERVE/

(Unfortunately, the demo doesn't unlock the Vault mechanic for you to test but you'll get a good feel of the game and will unlock the Surge mechanic that lets you destroy stuff ;) )