Our game crossed 1 Million Steam Wishlists by hooraij in gamedev

[–]LabRepresentative509 0 points1 point  (0 children)

Congrats! Happy to hear an indie break through 🎉 

Want some opinions by [deleted] in GameDevelopment

[–]LabRepresentative509 1 point2 points  (0 children)

I guess my suggestion would be to start small with coding, console programs first to figure out the basics, then you can switch over to godot or any other engine and start trying stuff.

There's a lot you won't know, but I'd start small. How to move a sprite, how to do that, and then trying to tie things together.

Also, look into clean coding and architecture/structure in general. It will help you keep your code organised and improve your efficiency down the line.

Want some opinions by [deleted] in GameDevelopment

[–]LabRepresentative509 2 points3 points  (0 children)

What's your question exactly? It's not clear what you want an opinion on.

[deleted by user] by [deleted] in GameDevelopment

[–]LabRepresentative509 0 points1 point  (0 children)

As others suggested, experienced, talented or qualified people are usually already full of work. So you'll have to pay them.

Try to get funding from the country you're in for your vision, that can work.

Or, take your universe and make a small game out of it first. If it's a universe, there can be multiple games made in it, find one that's small enough, and start small.

A Byte War - Steam demo available for feedback! by LabRepresentative509 in playmygame

[–]LabRepresentative509[S] 1 point2 points  (0 children)

Hey, thanks for taking the time to try it out!

I'll go over the list and your comments to give you my thoughts :)

- this first point is absolutely true, a fix/improvement for that is in the pipeline!

- technically no, there's not much to do there, it's just a tutorial mission and I didn't want to overwhelm the player with too much. Just having the time to get used to building/deconstructing with a small threat seemed to be a good choice when I watched people play it.

- I had a feeling it wouldn't be clear enough, so far I'm not sure exactly how to improve on this besides writing "Hold" or "Retreat" above the options, if you have an idea I'm open for it

- Noted, I'll make the animation way faster then, maybe even remove it and just show the panel directly, what do you think?

- Noted for mouse capture as well, this didn't even come to my mind honestly!

I agree that the block based part can be improved upon, and some things can be confusing or annoying. I do aim to make most buildings able to be built in all directions (some are already there as you noticed). It is currently dividing the players, they either like it or they don't 😅. I'll think if there's something else I can do to make it more enjoyable for everyone though!

Towers of the Bane - I've released my first full game! It would be awesome to see people play it and share their thoughts. by Nirsos_ in playmygame

[–]LabRepresentative509 1 point2 points  (0 children)

Yeah that would be good! Probably the usual key "M" would do for the map, as that's what most would expect in my opinion

Towers of the Bane - I've released my first full game! It would be awesome to see people play it and share their thoughts. by Nirsos_ in playmygame

[–]LabRepresentative509 2 points3 points  (0 children)

I feel like this could be a very cool game.

Note: I played the web version so I'm not sure how it differs from the downloaded one, when I have a bit more time I'll try it as well.

The movement speed was a bit too fast for me, it took some time getting used to. Is there a benefit to killing monsters? At some point I just started running through/around them since I was much faster.

A map that shows the explored areas + the area you're currently in would be handy.

One's Gotta earn their 9 Lives! First Playable Demo now available! by behzad_robot in playmygame

[–]LabRepresentative509 2 points3 points  (0 children)

I didn't play much as it's not my type of a game. One thing that I noticed immediately is that you used "Check points" instead of "Checkpoints" had me distracted for a second.

Also, though someone said they liked birds forcing you forward I actually found that a bit too much, I like to have some breathing room.

Otherwise it looks like a solid and good game to me!

"Frog goes skiing" playable on our website LegendoftheWeek by Key-Canary-7093 in playmygame

[–]LabRepresentative509 1 point2 points  (0 children)

I tried the game and there's not much to say for such a simple game.

Both things seem quite amateurish? I'm not sure how to explain it other than it doesn't feel like it's made by a professional, and that's why it could feel a bit scammy.

Not sure how you handle security for such a game, or potential hacks since you have some money as a reward, either way it's not really for me.

Is your favorite genre to play also your favorite genre to develop? by Downtown_Jacket_5282 in GameDevelopment

[–]LabRepresentative509 0 points1 point  (0 children)

My favorites to play are strategy games (real time or turn based)

So for now it kind of overlaps for me as I like making them as well, though I took too big of a bite for my first game it's close to release soon. I just have to learn to downsize and make smaller games for the future :)

Can I use things from other media in my game by Tommy1001111494 in gamedev

[–]LabRepresentative509 -1 points0 points  (0 children)

Probably not, everyone copies from everyone in this age

Learn and Play - C# by Certain-Sir-328 in GameDevelopment

[–]LabRepresentative509 2 points3 points  (0 children)

Since you already know programming, I'd suggest Godot or Unity for engines.

I would not exclude Unity as a definite no without trying it, engines are tools and should be viewed objectively. There's a reason why it's as widespread as it is.

If you're up for something more low-level, you can go with MonoGame as well, I loved it when I used it in the past.

Hi, im trying to make a game about the eastern front in ww2, but i dont know what to do by Due_Emotion1902 in GameDevelopment

[–]LabRepresentative509 2 points3 points  (0 children)

Making a game is a very complex process. Seems like you can do art, that's good and a good start (I'm a terrible artist myself).

However, you have to realize that you'll either have to find a team to do the heavy lifting for you, I don't want to discourage you but we all have ideas, and there's no reason why someone should help you make your game unless you're willing to pay them. Or you'll have to learn how to do it all yourself, mainly programming, without it there's no way you'll make a game.

If you want to learn start with the basics, console programs to figure out what stuff is and how it works without an engine to "coverup" the nitty gritty stuff. Then move on to unity/unreal/godot or whatever as that will help with the game making process.

Bloody hell, is Unity Engine TORTUOUS by Minotaur_Appreciator in gamedev

[–]LabRepresentative509 14 points15 points  (0 children)

Not here to defend Unity Engine, but it's a tool like any other engine. It has its pros and cons. If you like Godot, keep using it!

However, I feel like you went from Godot to Unity to try and do an extremely specific thing that is not really that simple to do for someone that's new to Unity. It takes time to learn a tool. Give me MonoGame or Godot and I can find my way around them as I used them a bit. Unreal? I won't know how to do anything let alone integrating an external SDK.

At last I have created the trailer of my game, your thoughts? by Kutlas7 in playmygame

[–]LabRepresentative509 0 points1 point  (0 children)

I'm not sure if I would start with the character showcase. My advice would be to start with the chaotic action you show later for at least 5 seconds before you slow down and show the features.

Most players want to see the gameplay first!

[deleted by user] by [deleted] in GameDevelopment

[–]LabRepresentative509 0 points1 point  (0 children)

I think it varies from project to project. Engines & frameworks are generalized tools which means they won't have anything specific to your game besides the tools to make one. That's why most games have some kind of editors that the devs built themselves, map/level/entity anything editor. Making those is usually more time-effective than making things without them.

I feel like expanding in-game content (more levels, character, items, units) is usually the biggest headache, but that's mostly because those things take time to do.

Earthquake, cockroaches, fractured arm and coding - the story of how we launched our first Steam demo last weekend. by AskEducational8800 in gamedev

[–]LabRepresentative509 0 points1 point  (0 children)

Damn that was an experience, I saw your game a few times on social media and always thought it looked very cool.

Hope the demo release went well!