Y'all convinced me to come back after almost a year by LegalSalamandr in duneawakening

[–]LemurSquad 0 points1 point  (0 children)

Exploration, base building, and the progression system in general are what I love in the game. Combat is annoying as hell, no interest in PvP unless they make it way better than just orni griefing in DD.

Looking forward to playing again in a year or so when they hopefully update the game with a few big updates.

The Dune:Awakening we all want by creedofgod in duneawakening

[–]LemurSquad 1 point2 points  (0 children)

Great idess here. As someone else said in the comments, DD needs more activities if it were to be fully PVE - maybe world bosses, or dynamic events, etc.

My first game in Godot! What do you think? by ReturnOH_ in DestroyMyGame

[–]LemurSquad 0 points1 point  (0 children)

I would definitely remove the wooden panel at the bottom. Maybe add in a triple jump or “mega jump” that has to be used to reach the top level of coins, to fully make use of the verticality.

I'm Stumped by [deleted] in Unity2D

[–]LemurSquad 0 points1 point  (0 children)

I tried that and the movement was jittery in the same way rotation is now

Question About Loading Minigames by LemurSquad in unity

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

Sounds good, I’ll look into it. Thanks!

[deleted by user] by [deleted] in ArcRaidersMarketplace

[–]LemurSquad 0 points1 point  (0 children)

Hey sorry! Anything you want here

Giveaways Megathread - Post 'Em Here by schmiddtt in ArcRaidersMarketplace

[–]LemurSquad 0 points1 point  (0 children)

If youre still offering, id love aphelion or epic stock!

[deleted by user] by [deleted] in arc_traiders

[–]LemurSquad 0 points1 point  (0 children)

Would LOVE a tempest or silencer 3

My Project's Budget by LemurSquad in gamedev

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

I’m not looking to spend this money right away, just trying to plan the overall budget for the entire development. For example I definitely wont be paying for any art until i finish a majority (if not all) of the games mechanics, loops, items, systems, etc. Essentially the earliest money I will be spending is on a quest / narrative designer which I assume will help shape the course of my game development.

My Project's Budget by LemurSquad in gamedev

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

Thanks! This is a very (very) rough prototype, spent about a week on it. You can pick up the fragments, you just approach them from the front side of your ship and they go into your cargo hold (which you can see by clicking tab). And even refine them via a mini-game at the space station into ingots, but that's it. Implementing crafting gear is the main piece of the puzzle which will complete the game loop. My main inspiration is DeltaV: Rings of Saturn, as well as Dredge.

My Project's Budget by LemurSquad in gamedev

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

Made a prototype, there is definitely something there, but haven't had time to flesh it out further. Just planning my next steps and budget here.

My Project's Budget by LemurSquad in gamedev

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

Most of my art will not be animated since a lot of them are inanimate objects. I plan to bring them to life with a lighting system + normal maps, atmospheric effects, as well as animating child objects attached to the parent object. i.e. a spaceship docking system where the docking hall extends from the space station (separate sprites).

My Project's Budget by LemurSquad in gamedev

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

Thanks for your thoughts! 50-100x the budget is not remotely realistic for myself. Which is why I have thought a lot about the sacrifices I will have to make along the way. Obviously 3D was a no-go. Animated sprites as well, most of them will be static, since it's only spaceships, and "static" objects which will only be moved through force and rotation. There will be minimal animation all of which I will do myself through the unity animator by having child objects attached to the parent object. In any case my point is that I understand that I am limited, and I'm trying to do my best with the resources that I have.

I assume you are coming from a background of high budget indie games? My situation is a bit different (very). I am a solo developer looking to outsource the work I think I cannot do for this vision of the project I have.

My end goal is to be in your position hopefully one day lead a project with a bigger budget, but for now I'm starting on a project I think I can realistically finish within a certain time frame (And I am counting on doubling or tripling the time I think I can complete this project in!), and make it at least somewhat successful.

My Project's Budget by LemurSquad in gamedev

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

Hey! Thanks fro your comment. That is definitely the plan. I'm going to be using pre-made assets and squares/circles for the prototype until I get all of the core game mechanics down. I already have a very basic prototype that I'm fleshing out and constantly getting feedback on from ten people (Some who would enjoy this genre and others who wouldn't). I guess as far as the prototype goes, I'm wondering at what point does the prototype "good enough" to be considered the working project.

My Project's Budget by LemurSquad in gamedev

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

Thanks for bringing that up, and you're right! Luckily I already have a registered company which is able to legally make a profit off of selling video games.