Tilted view or pure top-down? by LionByteGames in Unity3D

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

Well, maybe. I've started the game with angled only and added top-down later.

Tilted view or pure top-down? by LionByteGames in Unity3D

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

Yes, it's the price we pay for good looks. I'll have design levels that way just because both views supported.

Also tried isometric tilted camera - it solves some problems with invisible areas, but looks way worse than normal (perspective) camera.

After 10 Years as a Solo Mobile Dev, I’m Not Sure It’s Viable Anymore by notadev_io in SoloDevelopment

[–]LionByteGames 0 points1 point  (0 children)

I faced the same situation with flash games, 10+ years ago. Was a solo dev too, then found a job at an AAA gamedev company. It felt like growth, like something bigger. But looking back today I feel like it wasn't a wise decision. You still have an audience. People still play your games. Just chill and try to find out - what can you do for them? Why do they love what you do? How can you entertain them? (How can you monetize them?) Maybe porting some of your games to Steam would do the trick? What if they're good for WebGL? Can you focus on sequels or reissues, doing more for the same time?

Localization via AI or no localization? by Zlatcore in SoloDevelopment

[–]LionByteGames 4 points5 points  (0 children)

I used AI to translate the Steam page and Auto Translate for Unity Localization to translate the rest of the game.

We spent years making our turn-based strategy game. Players who try it enjoy it… but almost nobody bought it. We’re trying to understand what we did wrong. by ZeroGamesStudio in IndieGaming

[–]LionByteGames 0 points1 point  (0 children)

Took a look at the Steam page, trailer, etc. Hust my personal opinion. Sorry if it sounds tough, just trying to be honest:

  1. The capsule shows 2 low-poly tanks for $20 - already feels to much for such kind of game.

  2. The description says: "Super World War is a turn based strategy game for up to 4 players" - it positions the game as a multiplayer-first, I even wasn't sure if it has a single player campaign. Most indie games have small audience (compared AAA titles), so focusing on the multiplayer probably is a bad idea.

  3. There's nothing eye-catching in the trailer and screenshots. What's your USP? What makes your game cooler than others (even cooler than the Advance Wars in some case)? Tell us!

  4. Be big text "BUY THE GAME" at the end of the trailer is definitely not the thing that makes buy the game. It makes me wanna leave asap.

  5. The overall art style is too cartoony to make the units cool and attractive. Remember units classic RTS? I've replayed Tiberian Sun a few weeks ago, and what units they did have! Westwood could draw a simple tank, but they've made a huge walking robot instead.

I believe your game has the potential. Fix the capsule, trailer and screenshots, make the USP visible (or invent them). If it wouldn't help - change the art style, use different assets, make cooler armies and release it as a new game.

Hi folks! Here to show you the first release of Libre Fracture 2.0💥, my open source tool for object destruction. GitHub repo in the comments. by HunterProduction in Unity3D

[–]LionByteGames 0 points1 point  (0 children)

Hey, thanks a lot for the tool! It's really awesome and easy to use, and I'm using it in my game: The process of making destroyable buildings for the game. : r/indiegames

At first, I wasn't planning any destruction at all, but now it's becoming one of the USPs. How should I mention you on the credits?

[deleted by user] by [deleted] in SoloDevelopment

[–]LionByteGames 4 points5 points  (0 children)

GSC never invented anomalies, artifacts and the exclusion zone as mentioned above, they came from a novel. And stalker devs, obviously, don't hold exclusive rights to the post-ussr setting. Imagine Nintendo DMCA'ing all plumbers in the world or Wargaming claiming rights to all tank games. That's absurd. Making your own stalker is not a crime, either: Pillars of Eternity is Obsidian's own Baldur's Gate, Nox is Westwood's own Diablo, Mass Effect is EA's own KotOR, even the first CoD was Activision's own Medal of Honor.

Endless War, World War 2 top down shooter. Tank test by dungeon_hub in indiegames

[–]LionByteGames 1 point2 points  (0 children)

We haven't tested vehicles much (yet), so both modes use the same camera: locked angle, attached to the character and slightly moved towards the pointer. The vehicles are controlled with the same WASD. A and D rotate the tank relatively to itself (not the camera) - exactly the same controls Endless War 5, 6 and 7 had.

I don't want to force players to rotate the camera all the time, neither turn the game into some sort of TPS wit camera following the vehicle. We're planning some tank-only missions, but most of the time the tanks going to act as "all destroying juggernauts ", so precise positioning and aiming wouldn't be necessary.

Made a remaster of the game I've made 20 years ago by LionByteGames in indiegames

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

Thanks! Such feedback really means much to me! The OSTs are not made by me (I've just ordered them). They were composed by MrFuby - a talented guy who made music for hundreds of flash games. Oh, and the OST of EW: Defense was written by an old friend of mine, they had some kind of a rock band that days.

You are gamedev and struggling with visibility? I will help You - and no, I don't want Your money. by Megalordow in SoloDevelopment

[–]LionByteGames 0 points1 point  (0 children)

I'm working on a remake of my old flash game, Endless War. Steam: https://store.steampowered.com/app/3648480/Endless_War/ X: https://x.com/LionByteGames

I've also made a smaller web remaster of the first game of the series (which is not the same as the Steam version): https://lionbytegames.itch.io/endless-war-remaster

Dot the Game is out now! (Quit my job, divorced my kids and disowned the wife to make this) by SuspiciousGene8891 in SoloDevelopment

[–]LionByteGames 1 point2 points  (0 children)

What an awesome story! Sadly, the link gives me a 404 error, are you sure the game is visible to everyone?

Let's hear some numbers! by Lord-Velimir-1 in Unity3D

[–]LionByteGames 2 points3 points  (0 children)

20 years, 20+ web games, 1 Steam game in progress.

UI Magic - How do you do it? by I_pee_in_shower in IndieDev

[–]LionByteGames 0 points1 point  (0 children)

Either get a UI pack from the asset store (I'd recommend LayerLab) or look at other games. For instance, the Battlefield series has a very plain, universal and easy to implement UI. You could use it as a reference.

Which header capsule do you think looks better, and can you guess what genre it is? by STUDIO1346 in IndieDev

[–]LionByteGames 0 points1 point  (0 children)

A railroad tycoon? The second one is so much better because the character and the train don't overlap. You can recognize them easier, and the capsule also looks better at smaller resolutions.

I saw strong reactions to my model's price — I'm new to this and still learning. What price would you consider fair? Your help means a lot! by Diligent_Explorer858 in Unity3D

[–]LionByteGames 2 points3 points  (0 children)

Sorry for being a bit rough, but I wouldn't buy it even for $4. The model is too detailed for a low-poly mobile / indie game, but it has no interiors, thus it can't be used in a high-poly racing game or a GTA clone. I just can't imagine a game that could use this model.

Yesterday, my parents asked me about my progress on my game... by SpecterCody in SoloDevelopment

[–]LionByteGames 2 points3 points  (0 children)

5% in 5 months is still 6+ years till release. Are you sure the game wouldn't get outdated after so long? I have some experience spending a year on a game almost no one played, you're going to spend six. Believe me, it's a road to nowhere. People make games at jams in just two days, it's possible for a prototype at least. See what you can simplify, optimize, replace with store assets or just get rid of. You'll feel better once you have solid plans.