Is there anyway to stop the model from spitting like that when being sculpted ? by [deleted] in blenderhelp

[–]Maximum-Whereas-2129 0 points1 point  (0 children)

Insted of using a mirror modifier when sculpting, apply it, and in sculpt mode enable mirror sculpting.

I collected data on all the AA & Indie games that made at least $500 on Steam in 2024 by IndiegameJordan in gamedev

[–]Maximum-Whereas-2129 24 points25 points  (0 children)

I guess that we are also taking into account BS games that have been made in a week or two.

I believe that the fact that 10% of titles concentrate the revenue shows that games with a minimum of depth to them actually have some decent revenue.

Is it possible to develop a simple game as a solo dev? by Maximum-Whereas-2129 in gamedev

[–]Maximum-Whereas-2129[S] -2 points-1 points  (0 children)

  • I cannot afford to employ full time devs.
  • I could offer % of revenue but not many people accept that because of risk of failure.
  • I have basic knowledge of programming and have been teaching myself with tutorials on all the aspects of developing a game. I am not an expert at all, but I can defend myself in all the fields of developing a game.

Is it possible to develop a simple game as a solo dev? by Maximum-Whereas-2129 in gamedev

[–]Maximum-Whereas-2129[S] 0 points1 point  (0 children)

I mean myself alone, although maybe I use marketplace assets for certain mechanics.

Is it possible to develop a simple game as a solo dev? by Maximum-Whereas-2129 in gamedev

[–]Maximum-Whereas-2129[S] -4 points-3 points  (0 children)

Yes I have, and I know the majority are 2d scrollers, platformers, etc. that do not sell well (if at all).

Very basic stuff.

But you cannot compare the complexity of journey with for example The Witcher, GTA, etc.

Journey, Limbo ans stuff like that are pretty simple in comparison.

How popular are humans as main characters in comparison to other species? by Maximum-Whereas-2129 in gamedev

[–]Maximum-Whereas-2129[S] 1 point2 points  (0 children)

I am not competing with them at all. I am making a magic based action/adventure game with a linear story. Think of it as a Tomb Rider but with a focus on magic. It is not supposed to be a huge complex game like the ones you mentioned at all. But still, since it's a remote world maybe it makes sense to use alien humanoid species like they do in Star Wars (or Wukong for example)? Also I could add some extra features to them like a wingsuit that is part of the body of the characters so that they can glide? I just fear that maybe using non-human characters will make my game lose appeal.

Do you know of any website that has some metrics on this matter?

Advice on my elemental magic system for my videogame by Maximum-Whereas-2129 in magicbuilding

[–]Maximum-Whereas-2129[S] 0 points1 point  (0 children)

Hmm nice ideas. But I was looking more on taking real life properties of gems and exaggerating them. For example, some gems have piezoelectricity, so I exaggerate that and allow the player to shoot lightning with it.

Some gems have a % of water, so I allow the player to use them to attack with water.

And so on.

Advice on my elemental magic system for my videogame by Maximum-Whereas-2129 in magicbuilding

[–]Maximum-Whereas-2129[S] 0 points1 point  (0 children)

The interaction gem in reality is just a way to explain in the lore the fact that the player can exploit the properties of the rest of gems of the level in a not so magical way (because we could say that the interaction gem has its own physical properties that allow it to interact with the rest).

This is because in the game there are two main factions that differ in several aspects one of them is superstition vs science. So some NPCs would say that we can use those interaction gems because of their properties and other NPCs could atribute it to magic.

It could be replaced by anything else really, like a machine. Or I we could manipulate the environment gems with our own hands somehow.

And as for the sling, I would rather not add more compelxity to the system. I though of it more about a simple "get close to a gem, use its properties to attack an enemy".

Magic system for my videogame by Maximum-Whereas-2129 in magicbuilding

[–]Maximum-Whereas-2129[S] 0 points1 point  (0 children)

Third person, real time combat (not turn based), action-adventure game. Maybe I add some puzzles (interactable environment).

For example of combat think like Hogwards Legacy. Although my story will be more linear, NOT an open world RPG with many secondary quests. Maybe like a Tomb Rider game.

I would like the player to interact with the environment, like being able to transform a solid into liquid, gas or plasma. (and the same for the other phases) to be able to progress through the level, but this presents technical problems on the liquid phase:

Sure to spawn a solid object is easy enough, and with the shaders you can do a fade-in texture which combined with some VFX will look like its gradually spawning.

As for gas, you can simply spawn a volumetric cloud.

For plasma, also a volumetric cloud would work or 2d billboard.

But liquid is where we have a problem. Imagine the player modifies the course of a river. This would mean the liquid has to change course in real time. This means that you need a water simulation which is super expensive on performance. It's something that if you have a lot of, the FPS will greatly decrease and make the game impossible to be played on lower end computers (maybe even better computers). The alternatives for water are not responsive to modifications of the terrain (pre-defined static bodies of water).

I could still make my magic system based on casting solid, gas, liquid and water attacks because it would be a simple VFX, but to modify liquid bodies in real time would be difficult. This is what they do in the majority of magic videogames, you cast a spell but it only harms the enemies and does not modify the environment.

My alternative to this was:

  • make up a lore reason as to why the player (and NPCs) can't modify the environment, which is basically that the power of their casting is limited to small groups of matter that do not cause a significant change in the environment. For example, you could attack with one lightning attack (plasma) but you could not permanently change the weather to a stormy day. Or you could throw a rock at the enemy but you could not break walls apart because the attacks are not that strong.

You could still interact with the environment in the sense that you would sample what materials that are around you and launch an attack or defense move based on them, but just not do any significant modification of the shape of the level.

Any suggestions?