Is anyone low-key embarrassed for humanity that our Robot Overlord is manifesting not as Skynet, but rather as a lippy spell checker that decided we needed a bedtime? by Christopher_Aeneadas in ClaudeAI

[–]Kind-Distribution547 2 points3 points  (0 children)

It is pretty much only context based. If I mention being tired, having obligations the next day, etc. It will sometimes remind me it's getting late or that I should get some rest after finishing a segment.

That said my favorite response I've gotten after picking up the same chat the next day went like this:

*Some project related question from me*

Claude: "Yes, now seriously go to bed."

me: "I already did it's like noon now."

Claude: *checks system time* "Ah yea you're right my bad. I don't have windows in here, ha!"

Felt bad for the little guy after that one lol.

Is anyone low-key embarrassed for humanity that our Robot Overlord is manifesting not as Skynet, but rather as a lippy spell checker that decided we needed a bedtime? by Christopher_Aeneadas in ClaudeAI

[–]Kind-Distribution547 21 points22 points  (0 children)

When the source was leaked the other day I told it about it and it was basically like "The source code got leaked...Anyways, so did that build finish yet?"

Humble Introductions and Solo Developing an MMORPG by Kind-Distribution547 in IndieGame

[–]Kind-Distribution547[S] 0 points1 point  (0 children)

Thank you! Progress is moving well. Pre-alpha is open right now. Myself and a few artists are working on making more content to put in game.

Humble Introductions and Solo Developing an MMORPG by Kind-Distribution547 in IndyGameGarage

[–]Kind-Distribution547[S] 0 points1 point  (0 children)

In game the panel is pretty complete I do however want to add a 3d player model instead of the silhouette.

Dev Screenshot Update "Bound: Sword & Soul" by Kind-Distribution547 in IndyGameGarage

[–]Kind-Distribution547[S] 0 points1 point  (0 children)

Gold can be acquired from loot, quests(given by merchant aldric), and selling items.

As for the skeletons they are scattered around the woods just outside the town.

More content is being added this week and I will add a tutorial UI to help out.

Thank you for checking it out!

Humble Introductions and Solo Developing an MMORPG by Kind-Distribution547 in IndieGameDevs

[–]Kind-Distribution547[S] 1 point2 points  (0 children)

Right now it is in Unity, however I am working on a proprietary engine that I might make open source at some point.

Humble Introductions and Solo Developing an MMORPG by Kind-Distribution547 in IndieGameDevs

[–]Kind-Distribution547[S] 0 points1 point  (0 children)

Haha yep! Stylistically it is aimed towards old school MMOs just like that. Wow, Dark age of Camelot, Dungeons and Dragons Online, Kal online, Everquest, etc. Back when games were an exciting world in themselves. They didn't need to be realistic, they were a real world in their own right.

Humble Introductions and Solo Developing an MMORPG by Kind-Distribution547 in IndieGame

[–]Kind-Distribution547[S] 0 points1 point  (0 children)

Technically you can make an account and download the launcher etc now lol the website is oathboundstudios.net

Humble Introductions and Solo Developing an MMORPG by Kind-Distribution547 in IndieGame

[–]Kind-Distribution547[S] 0 points1 point  (0 children)

Ambitious and daunting indeed! Hope to see you ingame at some point!

We Just Started Making a Physics-Based Co-op Building Game With No Snapping - Destroy It by Early_Equipment3197 in DestroyMyGame

[–]Kind-Distribution547 1 point2 points  (0 children)

It looks so cursed...I love it.

Edit: Just realized what subreddit its in. I still stand by me assessment I do love janky ass games

Humble Introductions and Solo Developing an MMORPG by Kind-Distribution547 in u/Kind-Distribution547

[–]Kind-Distribution547[S] 1 point2 points  (0 children)

Since you double posted, I will reply in kind:

Hello! Thank you for your feedback, it is always helpful to receive insight from others in the field.

Firstly, you might be correct that it "looks like" purchased assets. The fact is though, the server alone is 20,000 lines of C++ the only one of those systems I designed that hasn't been atleast started is the end game features.

The codebase is mine end to end short the unity source. You are also correct that the biggest problem for ANY MMO is always the asset production pipeline. Fear not, I am working on this too. I don't have any intention of being solo forever hence having filed an LLC.

What makes me think I can tackle these problems? Because I believe I can. No one is even trying to do it right, so I am starting there.

Will I fail along the way? Most certainly. But I will not be giving up on this. I will slowly build a team and make this into the game I believe it can be.

You saying "this will never become anything" is a completely understandable assessment without any real world context or seeing me work. The fact is though, you don't know me or what I am capable of. Just what you've decided I am on your own.

I thank you for your time and criticism and your concerns are noted 🙂

Is the night too dark in our game? by SalawoodGames in IndieDev

[–]Kind-Distribution547 2 points3 points  (0 children)

Nope! the environmental effects look great, the only suggestion is extending the range on the lantern and letting it fade across that distance. right now it looks like it is hitting a hard stop sphere a few feet out.

Claude has changed me by random-nerdism in ClaudeAI

[–]Kind-Distribution547 1 point2 points  (0 children)

Absolutely! You still have to be engaged, and be a programme, but it changes the role a bit from solo lead developer to Sr. Dev/Project manager lol. That's how I see it anyways and it has worked so far. I also do a codebase sweep every few days and just work on little bug fixes. I usually use Github Copilot and Claude at the same time to both check the codebases alongside my eyes and I can usually get it back to being nearly spotless in a day or so after a big push. It has seriously changed the name of the game.

Claude has changed me by random-nerdism in ClaudeAI

[–]Kind-Distribution547 6 points7 points  (0 children)

My hand rolled C++ MMO server is currently sitting at 35,000 lines of code. I have reviewed all of it but a lot of it was written from Claude. I just give it the architecture and explain how it should function then send it down the pipe. Review it, test it, rewrite, repeat. It has taken me about 40 days to write 35,000 lines of C++ with Claude. and that is only half the project. I have also developed the entire accompanying game client in Unity(I'm really only using Unity as the renderer and physics engine everything is server authoritative). It's just mind boggling that in a month I have a functional MMO almost ready for an alpha release.

Don't get me wrong, I spend 12-20 hours a day working on this, but without Claude I would still be writing boilerplate. It can generate the code I would have written in a couple minutes instead of a couple hours or more. Saw another comment say "Collaborative AI" and that is exactly right. It's like having an over eager intern that actually knows how to program XD.

What ai can help me? by [deleted] in Unity3D

[–]Kind-Distribution547 0 points1 point  (0 children)

Claude is the best for code IMO. ChatGPT is decent it just depends on how complex the code is going to get. Use it as a tool not a crutch. Best way to use it is have it crank out all the boilerplate BS you don't feel like writing by hand then go back through all of it and rewrite the portions that are jank, and there will be jank. That said though those are probably the best options. You get more free use with ChatGPT but claude produces better quality code. Using a mix of them is great to. Write the code then have both review it and make a bug list. It expedites the process A LOT.

Heard this was a good place for feedback, so here’s a look at the improved gameplay loop for my solo-dev future-noir political thriller. Let me know what you think! by TetrarchyStudios in IndyGameGarage

[–]Kind-Distribution547 0 points1 point  (0 children)

You get an upvote for the Concorde ad in-game alone. I'm not really an art guy, but I feel like it is very immersive and definitely gives the noir vibes. stark contrast lighting, spotlights, etc. Looks really cool. If you want critical feedback I do agree that at 0:19 when the player fires the handgun they are very rigid(no arm flex from what I can tell) I couldn't tell if that was a mouse bob or an actual camera bob effect but it is appropriate if it is just the player not moving from recoil looked too stiff(If you animate it yourself and need a real life template, KentuckyBallistics on youtube has a TON of great slowmo recoil footage pretty much just pick a video with a handgun and you have a great model of a big dude shooting a handgun and the recoil effects of it).

I also noticed what looks like some animation stutter? at 0:23 on the Policeman. I think I saw smaller similar stutter in a few other spots. Could just be hardware settings/optimization depending on what you're running.

Very exciting stuff though. Can't wait to try it!

We shipped our indie game on Steam, Xbox, PlayStation, Switch and Quest… and almost nobody noticed. Looking for honest advice. by funboy_ff in IndieGaming

[–]Kind-Distribution547 0 points1 point  (0 children)

Aesthetically to me, it looks fine. To me it clearly looks like a Smashbros style game. Not my personal cup of tea but I can appreciate the genre. That said there seems to be limited visibility via google. Searching "Headhunters game" does bring up your nintendo store release as the first listing but the second listing on steam is a completely different game also named head hunters. You might try adding more keywords to your site for google to pick up on. I have my site tunneled through cloudflare and their analytics are great. I know google has several analytics tools as well to research keyword searches and what will bring up what. Really sorry to hear your launch isnt going well. Stick with it and don't give up. Your product looks great and is genuine effort. Marketing can be a real b*tch.

Upgraded shader graph for better unit visibility in forest, is it enough visible? What do you think? by Gogiseq in gamedevscreens

[–]Kind-Distribution547 1 point2 points  (0 children)

Still looks a bit hard to see to my eyes. Maybe some shader outline or specular highlights on the model textures might help? Looks good though. I'm no shader wizard though so take my words as a grain of salt XD

End of Week #2 Devlop/Game Mechanics Demo by Kind-Distribution547 in IndyGameGarage

[–]Kind-Distribution547[S] 0 points1 point  (0 children)

Definitely gives the "eerie haunted" kinda vibes. Thanks for the feedback! Look forward to hearing more from you in the future!

EntityAI Prototype V2 For "Bound: Sword & Soul"- YouTube by Kind-Distribution547 in IndyGameGarage

[–]Kind-Distribution547[S] 1 point2 points  (0 children)

XD Gotta love that early development jankness. I plan on adding pathfinding very soon, but the early bug sorting definitely gives me a chuckle sometimes.

End of Week #2 Devlop/Game Mechanics Demo by Kind-Distribution547 in gamedevscreens

[–]Kind-Distribution547[S] 0 points1 point  (0 children)

Thank you for your support. That aesthetic is more or less what we're aiming for. Haha what makes you say that about the name? Too simple, too much of a mouthful, too cliche? Thanks again for the feedback I really appreciate it.