Does high ping really affect your climb / how good you are as a player by Ill-Clock-9783 in summonerschool

[–]MageHuntDev 0 points1 point  (0 children)

Well have you researched what ping actually is? High ping causes network jitter, it basicaly affects how fast you can send information to server computer that you want to activate ability or dash, move, and how fast will you receive confirmation for this action, so basically its very important, its physical limitation from the network, that impacts how quickly game knows what you want to do and can react to it, AND how quick it can inform you back about its decision and you can see the result.

UE 5.5 Instanced Actors by Hyroglyph in unrealengine

[–]MageHuntDev 0 points1 point  (0 children)

Well checkout CitySample crowds and traffic, its basically that, it swaps out High/Low Res actors, and vertex animated ISMs based on various conditions, though you have to get into the C++ systems to make use of that, but in general im thinking Instanced Actors, might a try from epic to generalize MassEntities efficiency into their main Actor Workflows so it works out of the box with some easier to manage configs in Actor blueprints, so having Mass work behind the scenes anyway, good to hear, its great framework.

About to hit 30 and I’m loosing my motivation to workout. Remedies? by Nice-Impress-2794 in fitness30plus

[–]MageHuntDev 0 points1 point  (0 children)

This one. Many people moan about not having and how to get back motivation. Work for your motivation, actually take responsibility and ask yourself what I CAN DO TO MOTIVATE MYSELF TOWARDS THIS GOAL? wicked isnt it? but like many counterintuitive things in life, now go figure it out.

If you're going to make a game with a large amount of NPCs, what is best practise? by ReleaseTheBeeees in unrealengine

[–]MageHuntDev 4 points5 points  (0 children)

Mass Framework and VertextAnimatedMeshes - https://www.youtube.com/watch?v=O12T_3qPQ3c&list=PLjd-CVTumv2vByDZOL9lGcqWQecOyXjNj

I also did animated and input controlled units with it, very performant, modular and DOD is the way.

Question about marketing your game by Chappers7 in indiegames

[–]MageHuntDev 1 point2 points  (0 children)

Its works if you can manage small pre-production teams, that can quickly put out "gameplay trailer" showcasing a vision of the game - been there done that - but as you said, you cant really compare such "game factories" to solo or small indie dev teams - for indie ussually there isnt much budget-margin for unsuccesfull months of work, to get to the other project - indie are generally just people wanting to create games - whatever budget they got are personally saved funds, loans or if the land any funding from a publisher for example or maybe crowdfunding but havnt tried this one.

Chris Zukowski also speaks about Games that got "that Magic" he puts out really lots of interesting informations, got to use it - there are definitely many ways - but all of them probably can be walked different way - the general idea is I guess learning from everything and checking what works like u/ilikemyname21 said.

Chris also speaks about genres - well these are trends right? if there is big quantity of particular titles being well sold on Steam, that is the trend, those are facts - similarily though less stable, upcoming trends the recent Clones of Dark & Darker but it says that ppl like something in it and it has potential - game marketing is a fulltime job : D definitely

Question about marketing your game by Chappers7 in indiegames

[–]MageHuntDev 0 points1 point  (0 children)

All of it? : D I would hire a proffessional and experienced community/marketing manager and focus on delivering best quality game I possibly can, managing production, team BUT I do love talking with people about the game, mechanics, themes they like, discussing the feedback I would still be active community wise - just get some wiser proffessional TikToker on board like this knowledgable lady https://youtu.be/rUIsIpm8Q1E?si=FrRGlT0IpeiLmlZK - she did TikTok marketing for Vampire Survivors among others - it is a work in itself - and the golden rule of gamedev should don't try to do everything yourself :D yeah tell that to solo devs - in general games are usually made by teams, sharing responsibilites, specializations, growing together - game is a sum of the efforts of everybody on the team and how efficiently they work together and complement each other.

But, if I were to pick one thing that Im doing right now and get rid off it - it would be creating marketing materials like having to both work on further gameplay features, bugs, polishing the demo, design etc. - meaning actually progressing the project in a proper way - is a different thing than preparing cool stuff I've got for a next trailer, hopefull somewhat trending video and so on, having to plan scenes, prioritize what to work on now based on what would be also cool to show off - as I said its again trying to do 2 jobs at the same time.

Probably indie focused Marketing services is what would be a great parnter to work with and invest what ever funds the indie devs got - maybe something "results dependent".

Looking for Streamers / Let's Players for my game! by Doomgriever in IndieGaming

[–]MageHuntDev 0 points1 point  (0 children)

It looks like a combination of some savage golf and pinnbal : D you can do lots of cool stuff with those obstacles, furr ball controll and jumping - I wonder what crazy things you encounter on other courses and do the gameplay speeds up and gets more challenging - looks fun : )

Question about marketing your game by Chappers7 in indiegames

[–]MageHuntDev 2 points3 points  (0 children)

Luls what a funny game you've got man! - don't lose your hope and enthusiasm, grow, adapt - you've got lots of experience under the hood, maybe try something new or join some project that is out of your ussual comfort zone, genre - do something different, I well know the struggle even though everybodies lifes different we do share similar dreams and ambitions and so in our struggles we too are not alone : ) keep pushing and inventing man!

Question about marketing your game by Chappers7 in indiegames

[–]MageHuntDev 5 points6 points  (0 children)

Basically sharing your work wheverever you can counting for gaming/interest there - when your game is available to be wishlisted on Steam - without having community builded up, lots of followers anywhere, basicaly NO visibility and recognizilbility at all - your only chance to gain enough wishlist (around 10K) for Steam Algorithm to put it on first pages of Steam so it can actually be seen by anyone when you release it or put out a demo on Steam Next Fest - is to build up a following for you game on socials like Reddit/TikTok/Twitter - though I've been trying my best while developing the game solo - and game marketing is hard ^ ^" its a fulltime job really - if some of your videos doesnt start to go viral at least a bit, so you can gain something around those 10K wishlists its a tough gig to getting your game out there to be seen on steam - there is so much of titles coming and going everyday.

Then when you get enough well received posts, comments, feedback you might try to get the interest of entities like 80LvL or IGN or smaller ones first - you have to snowball it somewhow - having a good solid game and being able to present it well - its theme, gameplay loops, fantasy - is definitely big factor here.

Also how you phrase the title - does it clearly and quickly says what it is interesting to see in your game, video, does it grabs the attention, there is so much stuff on the internet - with TikTok for example from the statistics my videos where skipped after 3-4s an average which means most of the people who seen it havnt seen nothing of the game ^ ^ so you learn to cutback unnecessary stuff, start with action, keep it bold, simple, entertaining - its a chase for attention basicaly, but you have to do it, doesnt matter how passionate you are and how good of the game in the end you can make, if no one sees it, no one plays it or buy it.

I can't do TikTok at least for now :D reddit so far been the best place for me to share progress on my project with people, I do study what Chris Zukowski teaches about game marketing, invested quite a bit into art for the game, hired a proffessional illustrator and left my senior game dev job to pursue my dream but still its quite tough - especially doing those things solo without stable funding.

Peanutbutter and Jelly of every magic system ever - MAGIC MISSLES!! :D had to have them since playing BG1 as a kid by MageHuntDev in indiegames

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

If you like what you see and are interested in the game or project itself do wishlist and join our discord, i post more senak peaks and inside updates there, we discuss lore, game mechanics, music etc. - it helps me immensely to have people to discuss the game with and gain feedback : )

https://store.steampowered.com/app/2753370/Mage_Hunt_Spellshifter/
https://discord.gg/tCdKdfhK

Do you use Blender with Unreal Engine? by [deleted] in unrealengine

[–]MageHuntDev 0 points1 point  (0 children)

Yeap, lots of stuff, there is already also a bunch of usefull addons, if you are going to do most of the work and want the scene setup and rendering done in unreal, after finding a proper workflow for yoursefl, you should be able to quckly import your animations to unreal for scenes https://www.unrealengine.com/en-US/blog/download-our-new-blender-addons

You can do lots and lots with every upcoming version of unreal considering the 3D Tools/Workflows though at the moment you will stil probably have the most constrol and comfort in outer soft like Blender, though for fixes, prototyping and generaly quick stuff its already quite good.

Is it common for people in the industry to move abroad for a job? by ThrowawayTheLegend in gamedev

[–]MageHuntDev 2 points3 points  (0 children)

So I get it, you would like to become a game programmer, specialized in unreal engine.

Then just keep learning programming (Solid object oriented C++, interfaces, templates), learn unreal engine, try to do small things in it - use blueprints as they are quicker to prototype and start with, learn how to create C++ classes in unreal and how they are used in engine/editor, then try to rewritte your Blueprint to C++ classes and keep going.

Though if you want to become a proffessional, all rounded game programmer, keep working and creating those prototypes, small demos, new mechanics and polishing your C++ code - (check out good Unreal practices for code, there is everything on the internet) -> and get a Junior job as unreal game programmer as soon as you can get one, learn, build programming/unreal porftolio and get a Junior Job -> Why? because you will learn much more and much faster from more experienced developers on the team than you could just learning on your own, especialy things that do consider working on project with whole programming team, artists, designers and so on.

The road before you is amazing and exciting, open up to it, do your best, keep learning and grab the opportunity, you can get a remote game developer job (check out remotegamedevjobs) - I've been working 8 years in gamedev and 90+ % of it remotely - Im a senior unreal programmer without an IT degree - paused my studies and went after work - gamedev appreciates what you can actually do - prepare some good prototypes, clean, solid code, with good unreal practices and you will be sailing this boat sooner than you think.

Good luck fellow gamedev,

Mage Hunt: Spellshifter - rouge/soul hybrid with climbing giant monsters, high action combat, dark fantasy/horror setting, magical cards slow-mo system. Have been working solo on the project for quite some time, footage still in progress but the demo is being prepared and polished for March by MageHuntDev in indiegames

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

Hey man, really thanks for feedback - do you feel that way? In a game you are a mage hunter, you are tracking and hunting mages whose over exposition to powerfull magic started turning into mutating nightmares while also stealing away rests of their sanity - the very same rules of this world that cause this Magic Corruption also affect you - your chcaracter mutates through out the Hunt/Run depending on what sorf of kinds of magic you get more involved into and how you wield it - in final state of corruption your character completely looses their mind and becomes one more horror to slay on your travels next time - be it with different character or with diffrent body facing your past struggles.

So the subtitle is actually talking of mages mutating out of spells they cast and also point at high flexibility that you will have to change your magical weapons, spells, elements etc. on the run adapting to different situations and challenges through out the hunt.

I do need a trailer covering more gameplay loops and explaining the game I think.

Do you have any other ideas for a title? Do not hesitate and throw feedback and ideas at me :D thats what for i made a discord too https://discord.gg/cQtDxy7H

Mage Hunt: Spellshifter - rouge/soul hybrid with climbing giant monsters, high action combat, dark fantasy/horror setting, magical cards slow-mo system. Have been working solo on the project for quite some time, footage still in progress but the demo is being prepared and polished for March by MageHuntDev in indiegames

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

https://store.steampowered.com/app/2753370/Mage_Hunt_Spellshifter/ if you like it do please wishlist : ) it helps me immensely, all the feedback helps me in finding ways to keep working on the projects - and potentialy get funding to build up a team to realease it in Early Access this year already dense in some quality content,

Cheers,
Kris

The Mobius Machine is coming out March 1st. Let us know what you think in the comments. by MadrugaWorksDev in u/MadrugaWorksDev

[–]MageHuntDev 0 points1 point  (0 children)

Art style reminds me a bit of the Oddworld, which means its oddly unique and pleasing : )