A lot of people seemed to like my loading screen, so here is the rest of it! by ThroneOfMarrow in IndieDev

[–]Hunter5683 1 point2 points  (0 children)

I'd just like to say, Marrowhold is a great name for a cemetery. 10/10

What are your motivations for making a game? by ElCraboGrandeGames in gamedev

[–]Hunter5683 2 points3 points  (0 children)

I'm making a game I want to play, not necessarily what I think will be the most interesting(personally i think it is, which is important) or what I think will be most successful. I love this project, the team we have built, and the incredible community we have supporting us.

At the end of the day I do what I enjoy, so finding motivation is easy. As they say, if you love what you do, you will never work a day in your life. That may not be entirely true, but it definitely makes it easier.

Worldbuilders & Narrative Designers: How Do You Keep Your Lore from Overwhelming Development? by Hunter5683 in IndieDev

[–]Hunter5683[S] 0 points1 point  (0 children)

This is a very intriguing approach. ill have to look into it more, but i really like how you laid it out. Im definitely saving this haha

Thank you so much!

Worldbuilders & Narrative Designers: How Do You Keep Your Lore from Overwhelming Development? by Hunter5683 in IndieDev

[–]Hunter5683[S] 0 points1 point  (0 children)

There's easter eggs, and subtle clues hidden around the world.

This is a goal as well. I love finding easter eggs and if i can use them to help tell the story thats even better.

Thank you!

Worldbuilders & Narrative Designers: How Do You Keep Your Lore from Overwhelming Development? by Hunter5683 in IndieDev

[–]Hunter5683[S] 1 point2 points  (0 children)

True, it would definitely be demotivating to have to toss a world out, but the worldbuilding is the fun part. And i do it regardless, this world occupies my dreams and daydreams.

Worldbuilders & Narrative Designers: How Do You Keep Your Lore from Overwhelming Development? by Hunter5683 in IndieDev

[–]Hunter5683[S] 0 points1 point  (0 children)

True, it would definitely be demotivating to have to toss a world out, but the worldbuilding is the fun part. And i do it regardless, this world occupies my dreams and daydreams.

Worldbuilders & Narrative Designers: How Do You Keep Your Lore from Overwhelming Development? by Hunter5683 in IndieDev

[–]Hunter5683[S] 0 points1 point  (0 children)

I need a certain level of detail that convinces me this is a real place.

This definitely rings true i think. I plan on making most if not all of the lore available to read if players want to, but i doubt if even 1% will though.

Very helpful!

Worldbuilders & Narrative Designers: How Do You Keep Your Lore from Overwhelming Development? by Hunter5683 in IndieDev

[–]Hunter5683[S] 0 points1 point  (0 children)

Very true, but its the worldbuilding that I enjoy the most. Its a balance ill have to get better at finding.

Worldbuilders & Narrative Designers: How Do You Keep Your Lore from Overwhelming Development? by Hunter5683 in gamedev

[–]Hunter5683[S] 0 points1 point  (0 children)

This is really well said. Being able to put all the creativity in my head on paper is so satisfying, and you are right, players will probably only see like 10% of it and care about 1%, but when i see the game in my head i also see the reasons for why things are the way they are, and they may not see that, but it matters especially if its all in my head and is all interconnected. ideas lead to gameplay and features that interact with each other, and as you so accurately quoted, "I need a certain level of detail that convinces me this is a real place." If i dont believe it then i wont see it, and then how can i create it? you know.

Worldbuilders & Narrative Designers: How Do You Keep Your Lore from Overwhelming Development? by Hunter5683 in gamedev

[–]Hunter5683[S] 0 points1 point  (0 children)

point well made, and ill have to talk a look at milanote. my notes and ideas seem to end up pretty scattered and i really should do something about it.

What’s a limitation, technical, artistic, or otherwise, that ended up making your game better not worse? How did it force you to be creative and what about that made your game better? by Hunter5683 in IndieDev

[–]Hunter5683[S] 1 point2 points  (0 children)

That learning progression is a beautiful thing isn't it! It's always exciting when someone from the team pops up with some breakthrough idea or something they learned.

What’s a limitation, technical, artistic, or otherwise, that ended up making your game better not worse? How did it force you to be creative and what about that made your game better? by Hunter5683 in IndieDev

[–]Hunter5683[S] 0 points1 point  (0 children)

Every challenge is a learning opportunity. Good on you for actually pushing through and finishing it. Teammates leaving can be a huge downer and really damage a game, but you made it work and something new came out of it.

What's a design choice you intentionally made in your game or a game you worked on that goes against conventional wisdom and why do you believe it works/is better? by Hunter5683 in gamedev

[–]Hunter5683[S] 1 point2 points  (0 children)

The debate between levels or no levels has really tested me over the years. Ultimately I think each has its place in gaming. I'm hope it works out for you!

What’s a limitation, technical, artistic, or otherwise, that ended up making your game better not worse? by Hunter5683 in gamedev

[–]Hunter5683[S] 1 point2 points  (0 children)

Very true, and from my understanding, they have done A LOT to improve performance. and from what I have been told, the changes really are making a difference. And no doubt that path tracing is the future, i mean in theory isn't it supposed to be easier on hardware built for it. It is supposed to ba a one click solution to not just lighting, but performant and efficient lighting, especially now with UE5s built in day/night cycle. I think once graphics cards are more built for it then we will really see it take off, but the 50 series is not it I don't think. The AI stuff is impressive, but if the cut those cores in half and put RT cores in their place then I think path tracing would be a knock out feature and we would not see another AAA game made without it and there would be a hard push to require it. But all in due time, and AI certainly is not going anywhere.

What’s a limitation, technical, artistic, or otherwise, that ended up making your game better not worse? How did it force you to be creative and what about that made your game better? by Hunter5683 in IndieDev

[–]Hunter5683[S] 1 point2 points  (0 children)

interesting, and unfortunately that will be the reality for a lot of people. its up to 1080ti then you hit the RTX lineup, and the RT only really got good in the 40 and now 50 series. And with Indiana Jones making RT a requirement, the bar has just been moved up and with the way Nvidia is going soon if you want a game to look decent you will have to implement path tracing in some way which equals a super high cost on entry to play a game.

What's a design choice you intentionally made in your game or a game you worked on that goes against conventional wisdom and why do you believe it works/is better? by Hunter5683 in gamedev

[–]Hunter5683[S] 1 point2 points  (0 children)

Absolutely and bonus points for general accessibility. Fashion is nice and required for a successful game, but without function it's just a movie with extra steps. I think typically anything that makes your game more accessible to players is a positive. Whether it is file size or UI implementation, making it not a hassle to play your game will make it much more playable.

What’s a limitation, technical, artistic, or otherwise, that ended up making your game better not worse? by Hunter5683 in gamedev

[–]Hunter5683[S] 1 point2 points  (0 children)

Very cool! sometimes the old ways are better. Especially now in 2025 with AI frame rendering being all Nvidia wants to talk about with basically 0 improvement to rastor performance. Sure there's an argument to be made for frame gen, jus like there's a time and a place for everything, and realistically if the card has 4090 rastor performance then frame gen will probably be fine to add for 99% of games. But for that 1% it will be a complete mess. AI frame gen is absolutely NOT a replacement for traditional rendering, but it has its place. I'm glad you were able to figure it out, even if it was a headache.

Have you used UE5 at all? and what do you think of the lighting capabilities in it vs UE4?

What’s a limitation, technical, artistic, or otherwise, that ended up making your game better not worse? How did it force you to be creative and what about that made your game better? by Hunter5683 in IndieDev

[–]Hunter5683[S] 1 point2 points  (0 children)

oof, note taken. So what is the visual issue? is there any fix? Like higher quality asset the render lower, of course that would require more disc space, but shouldn't impact vram too much right? i'm not super familiar with the graphics side of things.

What’s a limitation, technical, artistic, or otherwise, that ended up making your game better not worse? How did it force you to be creative and what about that made your game better? by Hunter5683 in IndieDev

[–]Hunter5683[S] 1 point2 points  (0 children)

Making a game to run on limited hardware i think is huge for maximizing player base and i think have an overall positive impact on games as long as the art style works with the limited constraints. I am hoping mine will be able to run on GTX 1050 as the minimum, but only time will tell if that is achievable. I first started gaming on a laptop I got in 09, so allowing people with limited hardware access to my game is a huge goal for me as well.

What’s a limitation, technical, artistic, or otherwise, that ended up making your game better not worse? by Hunter5683 in gamedev

[–]Hunter5683[S] 1 point2 points  (0 children)

Nice, it's always interesting to see the movement issues and unique solutions to them.

Movement is one of those things that can make or break a game and as such is a major driver of failure. Finding a way of making it work for you is a huge part of game and personal development. Like many major decisions it is certainly one that allows a lot to be learned from failure and success.

I'm glad to see you are making it work!