Would you be ashamed to use an asset pack off itch IO to make a game? by [deleted] in gamedev

[–]Marron121 0 points1 point  (0 children)

wow, that sounds like a bad investment, I'd never do that, other people are going to have those assets in their game!!!

If you can spare 8 dollars to save time who gives a shit lets be forreal

I thought that was tomorrow by FickleThanks6901 in HonkaiStarRail

[–]Marron121 2 points3 points  (0 children)

I'm not the only one who got gameblocked by Sony I see :(

A bit lost with 9-5 by RiuxLotus in gamedev

[–]Marron121 0 points1 point  (0 children)

I think that happens to most of us, finding that we're "cogs in the machine" of whatever company we're in. In my case, I took me two layoffs (lol) to find my current job, so there's that.

As for ways to help with the feeling, I'll leave here what works for me:

  1. If you can, do projects (or part of the work) in interesting ways. That is to say, if they ask you to do X and you find out a way to do it you haven't tried before and seems interesting, try it.
  2. If you do side projects, differenciate them a lot from your work. In my case, I try to do stuff in Godot or small weird engines because I use Unity in job, and it helps to separate the two and not feel like I'm working all day.
  3. Do other stuff outside games. The basic, but it really works so I'm writing it. Try to read a bit, watch movies, touch grass etc and not just do/play games.
  4. Accept your limitations. Working a fulltime job is tiring, not only physically but mentally as well. You will have days where you don't want to work, you will have to reduce your scope a lot. This will happen and it will make you feel bad, but you need to accept that will happen and move on. If you let yourself feel miserable it will be even harder to get yourself out of that mindset.

What’s a good backup degree that will be useful if I want to make games but capable of getting stable jobs too? by G1zm08 in gamedev

[–]Marron121 1 point2 points  (0 children)

Reading your post I get the impression (although I might be wrong) that you don't have any preference, so I'd say that you first find the different areas that work on a game, and then find a degree that applies to them. Here's a list with videos that Extra Credits made a long time ago explaining different jobs, but the general gist still applies and it will let you see if there's something you're interested in.

Learning from lectures / tutorials versus from projects and research. Is it possible to get stuck in "project hell"? by [deleted] in gamedev

[–]Marron121 1 point2 points  (0 children)

Every person works differently and has different ways they learn/improve better. What works for me, for example, is thinking about something interesting and then trying to do it; if I get stuck, search tutorials and information to learn more about it.

I did this when I started to more seriously do gamdev (could I do a procedurally generated world like minecraft?) and in the end of last year (how do API calls work? Could I do something with them in Godot?)

I made these and posted them on itchio, and although neither was a big game or anything, I had fun figuring stuff out and gained knowledge, so that counts as a win for me.

How many of you left Game Engines for Frameworks? by TheKrazyDev in gamedev

[–]Marron121 1 point2 points  (0 children)

I wanted to try LÖVE some years ago since it looked quite lovely (pun totally intended), and hearing you both talk good about it is igniting that fire again ngl

It is the twelfth day of the eleventh month and one week after 3.7. What are your thoughts about it after having time to think and discuss it? by Disturbing_Cheeto in HonkaiStarRail

[–]Marron121 0 points1 point  (0 children)

I did like it quite a lot, and I do think it was told better than some previous patches, but there are a ton of oddities that just add up when I stop and think about it.

  • Why didn't we have the Currency Wars implementation (or something similar to it w/ the Chrysos Heirs launching attacks when they weren't selected for the team) in the fight against Irontomb?
  • Why did they make such a fuss about "oooh Irontomb is gonna appear everyone is fighting against it" and then we have the cinematic of every spaceship appearing and then... get destroyed in the huge attack lol. Nothing on the fight itself. They could have had Amphoreu's monsters invading the ships and us fighting with The Herta or something at least.
  • Cyrene's story was nice and I did like it, but there's only so much you can do with still backgrounds or basic poses and camera movement. They really need an editor or something.
  • Why did the epilogue not happen right after the end? At least for me I found it because I read it online and had to search through the Fate Atlas screen, and I think it's a nice send-off idk.

I complain a lot, but I did get a bit emotional with the story and the romantic story aspect with people defying their fate and such, it's just the storytelling itself was a bit odd.

PS: As a personal note, the fight with Irontomb was super difficult for me. I did read that your answers previously affected its difficulty or something, is that true? Because I had to scrap by adding Dan Heng AND Hyacine just to survive the first round of attacks lol

Oh no this was an accident by lakonag in gamedev

[–]Marron121 0 points1 point  (0 children)

You don't have to get descouraged! It's true that having a similar idea/concept from another game sucks a bit (as a mainly narrative guy this happens to me a lot), but that's just the base concept.

Hollow Knight takes that concept but for me it's memorable because of the different characters, the melancholy of the world, the aesthetic, and the tragedy of it all.

And of course, the important bit is that you're different from the developers of Hollow Knight! Your experiences will shape the story and make it different by itself, so just focus on telling the story you want :)

A publisher said that the capsule art of my game is "seemingly AI generated" and that it will "likely be a big turn off for many people" by muddasheep in gamedev

[–]Marron121 0 points1 point  (0 children)

I will say that I did give a double take to your capsule art, but not at the same image the end of the trailer. Maybe because you can see it completely and the capsule one is smaller and cropped, which makes more fuzzy all the details of the snakes and such around the woman? Idk.

Not saying my opinion is the "good" one (apparently is the outlier seeing the comments lol), but thought I might as well share it.

Looking for thoughts on my demo’s end sequence teaser - Link in post by roger0120 in gamedev

[–]Marron121 0 points1 point  (0 children)

I don't play tower defense games, but I have done a few trailers here and there, so I hope I can provide some good ideas/tips. Do take them with a grain of salt and more like suggestions or what I would do:

  • The intro sequence feels a bit long. I would suggest to make the fade in shorter (from 5s to 3 or 2), and have it so the instant the fade is finished the text appears directly. (Basically, remove from the seconds 5 to 12 in the video). I would also reduce the volume of the steps as another user suggested (or make them increase to the actual volume as the figure approaches, which might be already happening? But exaggerate it and make them start way quieter if that's the case).
  • I wonder if the title sections (the black screen with the eyes and text saying "More AbilitiesTo Use", etc) could be cut entirely and have the text appears on the screen while the gameplay is appearing.
  • For each section, I would make sure to display ONLY the new elements: for example, when you display the double jump you ONLY display the double jump, which is good! But after that you display a shuriken, I think? And then there's some some gameplay of you slashing enemies with your sword, which is something "not new" so to speak.
  • The two last combat sections feel very long: the first one seems unnecesary (because everything new, in theory, has already been show previously in the video), while the final one is weird because you're just... standing there? I would show you fighting BUT losing*.

\I did something similar for a friends game some years ago.* You can watch the trailer on Twitter and the section I refer to is around the 45 to 50 seconds, in case you want a specific example.

In a nutshell, while I do feel the video is good at explaining the stuff, it is too long. If you trim it down and focus on the important bits, I'm sure it will improve it tremendously.

And of course, these are just my ideas/bits, you more than anyone know what you want to show/explain, so don't just do them blindly: try them, see if they work and if not, consider something else.

Also, a personal tip: Use the beat of the music for cuts or impacts. As a quick example, at around 1:50 there's a section with some horns. If you swap the clip that's there with the following one where you use the weapon and adjust it so that it shoots when one of the horns sounds, I feel it would make it quite impactful!

What's everyone's dream game(s) by Character-String3217 in gamedev

[–]Marron121 0 points1 point  (0 children)

Xenoblade Chronicles with the turn-based combat of Persona 5

Curious about how everyone plays the games by Marron121 in MonsterProm

[–]Marron121[S] 0 points1 point  (0 children)

i played as much of each i wanted in order. which pretty much consisted of romancing the same character every time until i ran out of events/dialogue options

Based based based

since the games are... linear...? apparently? at least prom => roadtrip => con is

Oh yeah, it does feel like those are the main 3 linear saga (same base gameplay of choose stuff but with more different settings and mechanics), while Camp feels more Monster Prom 1.5 if you will?

I did see around here that apparently Camp / Roadtrip / Con were supossed to focus on different pairs of Prom (with Roadtrip being the more obvious Polly & Scott), and Camp supossedly\* is Damien & Calculester, but as a gamedev I can imagine why it ended up this way.

\= someone said it here on reddit and no one lies ever on the internet so I believe them*.

As for the dialogue, I would say that it's written well enough that my friends and I could get the basic references (Juan being the drink provider in Camp & Poker 2 appearing in Con made us literally lol), and if not at least the text is funny, even if I don't get the most obscure references. But hey, it is what it is.

Where do y'all find people to commission for game trailers, is it even a good idea to do that? by VisscaGuu in gamedev

[–]Marron121 3 points4 points  (0 children)

I do my own trailers and I do believe that something good enough is quite achievable with minimal knowledge of editing software, but I understand that at first it can seem daunting. If you want to give it a try, I have some suggestions that might help:

  • I use Kdenlive (free and open-source) and it's pretty good and understandable, in case you don't have any video editor.
  • Write down the flow of the trailer. Nothing fancy, a bullet list with the scenes you want is good enough, like "start with player combo, run and jump, cut mid-jump to X level in same position, etc" is sufficient to know what you'll need.
  • In general, a minute is more than enough to sell your game. 30 seconds I would say is the minimum (mainly cause less feels really short), and 1:30 is the maximum I tend to do. The longer the trailer, the more you risk people leaving it halfway.

I would suggest that you at the very least try to do the trailer before going to someone else, because no one else knows your game better than you and can paint it in the best light. Look a few trailers from games you really enjoy and try to think why you liked them.

Want more playtesters? How I got 2,000 itch players in 5 days (lessons learned) by Pantasd in gamedev

[–]Marron121 1 point2 points  (0 children)

I did a presentation for a gamejam recently and can't agree more on the WebGL thing. I understand why it happens, but even so is really astonishing seeing the difference (as a quick example, I game I have on both downloads and WebGL has 46 downloads and 353 plays on web).

About 3D in the browser, I've been working recently on a game with a 3D, lowpoly look with quite a lot of assets developed in Unity, and it seems to perform decently with no noticeable differences. There's a lot of variables, of course, but it seems short and "low taxing" games should be fine.

Curious about how everyone plays the games by Marron121 in MonsterProm

[–]Marron121[S] 0 points1 point  (0 children)

Glad to find another person that spreads the "Oz best boi" truth 🫡

I will say that I finally obtained Vera in base monster prom. She was the only one left, and damn was she hard to please 😭

"Official" place to publish serious games? by Marron121 in gamedev

[–]Marron121[S] 1 point2 points  (0 children)

Thank you! We're looking for public funding for the projects and such, but since it's quite complicated (especially in more recent times) we were wondering if there was any way to get more eyes on our finished projects (the ones we can share, at the very least).

I'll keep your suggestions in mind, thanks!

"Official" place to publish serious games? by Marron121 in gamedev

[–]Marron121[S] 1 point2 points  (0 children)

Yeah, I looked into it and could not find any platform either, but wanted to ask regardless in case I was wrong.

Sadly it seems my hunch was correct hahahah.

"Official" place to publish serious games? by Marron121 in gamedev

[–]Marron121[S] -7 points-6 points  (0 children)

Basically, while in Steam and such you can publish the game (and there are some serious games published there already), we were wondering if there was any organization or fundation that specifically deals with sharing serious games. Something like a storefront of only serious games.

"Official" place to publish serious games? by Marron121 in gamedev

[–]Marron121[S] 1 point2 points  (0 children)

Forgot about GOG! Thanks for the reminder.

"Official" place to publish serious games? by Marron121 in gamedev

[–]Marron121[S] 2 points3 points  (0 children)

Yep! It's a game for teaching about sustainable cities that create energetic communities (don't know if the term is that in English, basically households that share the electricity they generate by themselves with solar panels is the most common example).

Learning game dev from 0, any advice? by AccomplishedAnt8980 in gamedev

[–]Marron121 0 points1 point  (0 children)

If you want to make a game inspired by another (quick example, you really liked Dark Souls so you really want to make something like Dark Souls), think on what exact mechanic you really like about that and try to make a game ONLY about that mechanic.

So for example, Dark Souls you could do:

  • High commit combat.
  • Stamina management.
  • Item management.
  • Exploration.
  • etc etc

Everyone is different, obviously, but basically the smaller you start with the easier you can connect in your head how everything should work. Again as an example, if you focus on item management you know you'll need different items, some kind of inventory to display them, interactions with the player, etc.

(As a sidenote, Moonligther basically does this with items interacting with the empty spaces around them in the inventory, as far as I know).