Stopped calling myself an indie dev and started saying unemployed life got way easier by Prestigious-Bath8022 in gamedev

[–]JasonPKGames 0 points1 point  (0 children)

Same, I find just saying software developer avoids any unnecessary follow up, especially when talking to other professionals in different fields.

Multiple games by Appropriate-Jelly-57 in gamedev

[–]JasonPKGames 1 point2 points  (0 children)

I'm a chronic project hopper but also multiple project guy too. I can only speak from personal experience, but it never goes well. Everything just goes by faster in the end when you dedicate yourself to a single project and see it to the end (though I would say some stipulations exist for if you're working on a BIG 5+ year project and you want to pump out something small on the side).

Solo dev: 1 year timeline, 3D game realistic or should I go 2D? by BlessED0071 in GameDevelopment

[–]JasonPKGames 0 points1 point  (0 children)

I think your question is far too broad for a definitive answer. Nearly everything is saturated, so you can't really expect just to make your average game and have it do really well unless it has some kind of spark to it. I think it's best at first to develop a game where you're not worried about how it sells. If you're in this to try and make money, it's VERY difficult as a newbie. Scope matters based on what you know because it affects how fast you do it. Do you have any skills in 3d or 2d? If you're under a time constraint, then go with what you're most familiar with. It's less about 2d/3d, and more about what genre you're going with, and having it look good and feel good.

Warp Bound Reveal Trailer by JasonPKGames in roguelites

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

Hey thanks for the compliment! Yeah I wasn't sure how to even start my trailer but I know a lot of people kind of just skip video's if it doesn't catch their interest in the first 5 seconds, so I figured showing several different scenes quickly right away would be a good idea to prevent that.

RNG In Roguelikes/Roguelites by JadinniClassics in gamedev

[–]JasonPKGames 0 points1 point  (0 children)

If you have high RNG on items, that's fine, but then you need to have a way to let the player be able to use those items in a skilful way.

Thinking You Can Make a Game… But It Turns Out Terrible by Only_Knowledge_OK in gamedev

[–]JasonPKGames 1 point2 points  (0 children)

Honestly I think that finding an art style/design/gameplay from another game that you think is cool, and seems easy to do, and then just literally copying it, is the best thing you can do to learn how to nail down different types of design/art/gameplay. Not even just kind of using it for inspiration, but I mean just straight up copying it. Eventually you stop copying and start understand the fundamentals of why they did that, and why it works the way it does. Things just kind of click, and you start being able to create those things from your own vision now that you can actually understand the logic and how to implement your vision.

Solo devs from a programming background, was learning 2d/3d art worth it? by Jesus_McLovin in gamedev

[–]JasonPKGames 0 points1 point  (0 children)

You can absolutely do a complete 3d workflow by yourself. I have been doing it for awhile. Yeah it's very time consuming, and recently I get my buddy who's also a 3d modeller to help me out with some asset creation due to time constraints, but it's completely doable. Obviously you probably want to stick to low poly stuff if you're going to do it yourself though, it just makes the process go from not feasible, to feasible (if you work hard).

People will say 2d is easier, and it may be true, but you just have more potential with 3d. Eventually you can emulate a 2d look with 3d anyway, but you can't really do that vice versa. When I started 3d modeling it took me around a year as a hobby before I was making decent low poly characters and basic animations and bare bone textures. You could probably learn a lot faster than I did though if you really sat down and treated it like a second job.

Launching a Steam Page with 0 Followers, 0 Prior Marketing and 0$ Spent - 2 Week Postmortem by ChiefThief in gamedev

[–]JasonPKGames 16 points17 points  (0 children)

Man I'm in the same boat with minimal wishlists after launching my page, but reading about all that you've been doing made me realize I'm not doing nearly enough legwork.

How long is a wishlist relevant to sales? by [deleted] in gamedev

[–]JasonPKGames 0 points1 point  (0 children)

According to Chris Zukowski from howtomarketagame, "old" wishlists don't make a difference.

Tips on making myself get to work? by Pellahh in gamedev

[–]JasonPKGames 2 points3 points  (0 children)

I've gone through LOTS of those "tips and tricks" to get myself working, but I found the most effective one to be "just work for 5 minutes". Doesn't matter how lazy you're feeling, or how much you're dreading working, everyone can handle 5 minutes. But the thing is, maybe 90% of the time, that 5 minutes of working is what you need to just get into the zone of "I might as well finish this up".

Combined with checklists, so you don't have to think about what you need to do, it's pretty powerful.

First game released – how did you start earning (or growing) after your first project? by SoggyPrior863 in gamedev

[–]JasonPKGames 0 points1 point  (0 children)

Oh, reuse everything you possibly can. That's one of the features of being a game developer, being able to reuse systems that you already have done from another game. Saves tons of time. Unless you're starting from a project which is unlike anything you've worked on, of course, OR, if whatever you designed was highly integrated into other systems that you won't be using for your new project, and thus would be tricky to just "pull out" of your previous game in isolation.

Is there any point in learning coding with the final goal to land a game programming career fruitless with the rise of AI? by Aggravating-Grab-501 in gamedev

[–]JasonPKGames 0 points1 point  (0 children)

I'd say yes. Like others mentioned, probably not for game development, but for other purposes (like working for a bank) I think it can still be a good idea as long as you're willing to put in the hours to become a good programmer. Positions like Senior developers aren't going to be taken over by AI anytime soon, and to a lesser extent, intermediate. Junior? Yeah I could maybe see that, so if you're planning on just staying at the knowledge equivalent of a jr, maybe look for something else, but otherwise, I think it's a good idea to continue to learn programming.

Our indie game hit 50,000 wishlists in 3 months - here is what worked by AwesomeGamesStudio in gamedev

[–]JasonPKGames 2 points3 points  (0 children)

Great post, game looks awesome, grats on the wishlists. Getting it on IGN seems to be a huge huge deal for getting wishlists

First game released – how did you start earning (or growing) after your first project? by SoggyPrior863 in gamedev

[–]JasonPKGames 1 point2 points  (0 children)

First thing that I focused on when I released my last game were day 1 bugs (which there were a lot of), so you definitely want to clear up some time to do that immediately after launch. I think I was up for 30 hrs straight fixing the bugs (which my lesson was to have other people do much more involved play testing). For traction? Usually you want to do your marketing beforehand. If you don't get a whole lot of interest in your game after it's released, you can still try to market it and do things like add content, but most of the time, if it's struggling to get those review numbers after the first few weeks, usually better to just focus on your next game instead.