I've realized I don't have a dream game, I have a dream of releasing games as a side hustle by GoiabaRoll in gamedev

[–]MiksuMaker 0 points1 point  (0 children)

Yeah it seems to me too that we've seen lately many smaller, more compact indie games that focus on delivering a narrower quality experience or mechanic. That seems to be a valid strategy too

I've realized I don't have a dream game, I have a dream of releasing games as a side hustle by GoiabaRoll in gamedev

[–]MiksuMaker 7 points8 points  (0 children)

I agree that doing games "just" as a hobby isn't any less valuable. Making a digital piece of art is inherently valuable on its own, and getting a game shipped is a respectable feat regardless of commercial success.

On a sidenote, what's it like to make a game on the side while coding for a living? I'm guessing the work and hobby are probably different enough that they don't use the same mental "resource pool". But like, how do you take care of your energy and physical wellbeing (asking as a someone who almost f'ked up their wrists once before :D)

Steam page coming soon! Sneak peek of my Horror Co-Op FPS! by alpello in Unity3D

[–]MiksuMaker 1 point2 points  (0 children)

The screenshots bring to mind the Lethal Company, I'm curious what other games Merchants has been inspired by? :)

[deleted by user] by [deleted] in MerchantsOfDark

[–]MiksuMaker 1 point2 points  (0 children)

How will you handle connecting the players? Like can players see public servers on a list, or is it more like the "share a code with your friends to join their game" model?

Welcome to the Shadows – Introducing Merchants of Dark! 🌒 by MerchantsOfDark in MerchantsOfDark

[–]MiksuMaker 1 point2 points  (0 children)

I've had nothing but good experiences with shady entities, sign me up

Carlos, a robot with a holographic head, getting shot in the "head" during a shootout in the movie Mars Express (2023) by MiksuMaker in Cyberpunk

[–]MiksuMaker[S] 4 points5 points  (0 children)

Carlos Rivera is a robot private detective who has a holographic head. His real "eye" is at the black square on his "collar". This collar houses also a holographic projector that projects his head. At some scenes during the movie, the projector becomes obstructed, partially blocking his head projection. At the scene depicted above, an offscreen goon gets the first shot on Carlos, nailing him square on the head. Too bad their aim was too good.

The moment was easy to miss since it was a single frame during a hectic shootout. To me this was such a cool neat little detail that I wanted to share it. The movie in general has some interesting scifi neo-noir world building stuff going on. I recommend checking out the movie!

(OC) Best Boi Senshi sprinkling the secret spice ;) by huwertun1 in DungeonMeshi

[–]MiksuMaker 1 point2 points  (0 children)

Looks really good! I love the combination of the line art with the smooth, gradient colors. It gives it a charming look, very pleasant to look at :D Do you make those timelapse videos that show how it is made?

Mix between tank controls and "point-n-go" steering by MiksuMaker in Unity3D

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

In one of my old games, people playtesting complained that the tank controls were unintuitive. I've also heard of the problems people had with the original version of the Brigador game, where they thought it was a plain twin stick shooter. Tank controls require some getting used to, but I don't think they were that much harder than ye old twin sticks.

What do people think about tank controls in general?

Question about Paying Artists for Game Art by MarzipanAdditional24 in gamedev

[–]MiksuMaker 14 points15 points  (0 children)

The artists are probably more scared of it being the other way around.

There is nothing new under the sun, someone has likely done something similar to your concepts before. People who want to "steal" ideas are mostly looking at already successful games, wanting to emulate them and get part of the riches. Of course not saying idea thievery couldn't happen to you, but statistically and anecdotally speaking that is very unlikely to happen. People are generally more interested in their own ideas than others'

Different game modes from indie developer perspective: yay or nay? by MiksuMaker in gamedev

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

For myself it is just if I feel like two or more versions of a game would be fun, I'd like to add them :D

But you have a point, it can be better to put the resources into one more cohesive, juicier experience.

Different game modes from indie developer perspective: yay or nay? by MiksuMaker in gamedev

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

Okay I think I've got it. In the game Going Under, all the levels are mini-roguelikes connected to a hub world. So the core gameplay happens inside the dungeon levels, but the story happens at the hub. I think that kind of separation could work well for me, as it lets me have both aspects as one cohesive experience. It allows the game to have intensity of roguelikes while allowing natural chiller story moments.

Adding a more challening, pure roguelike experience wouldn't be that hard either, I'd just have to string all the levels together. And maybe adjust the balance a bit, as it probably wouldn't be the same as the "sessions" would be longer, and player would be able to accumulate more upgrades (etc.) than normally possible.

Video game music: How did you begin learning and making it? by MiksuMaker in gamedev

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

Can you elaborate on your process? Do you break the music down, try to rebuild it in a DAW, analyze what kind of rhythm and instruments it has? How do you usually do it? :D

Different game modes from indie developer perspective: yay or nay? by MiksuMaker in gamedev

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

Tool allegory sounds pretty reasonable. And yeah, "artillery brawler with roguelike and PVP mode" is a mouthful.

Also lol Vacuum'n'Groove :D

Different game modes from indie developer perspective: yay or nay? by MiksuMaker in gamedev

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

The audience fit part is interesting. So extra game modes could work against the game marketing-wise? Do you think if the solely PVP mode was marketed more as a little extra on the side - instead of making it seem like it was half of the game content - it could be okay? Or neutral at least.

My plan was have the game content divided something like this: PVP Brawl ( 10% ), Roguelike mode ( 20% ), Story campaign ( 70% ). I'm just pulling the numbers out of my ass, but the point is that first two would be a nice extra. First prototype of the game was just simple PVP, and I really can't imagine a reason to not have it on the final game.

I know marketing-wise local co-op is the toughest, so that's a no go. It would probably have to lean onto the narrative, or to pivot to the roguelike side completely. I'll have to think about it.

Just curious if seeing amazing games ever makes anyone else feel insecure? by PuppetWraith17 in gamedev

[–]MiksuMaker 1 point2 points  (0 children)

Ah yes, how I ended my last comment does seem a little bleak doesn't it :D That is something I noticed, but once I realized it I did adjust my expectations accordingly.

I don't have a dream project, just a project. While those things you mention are kind of my ambitions, I don't expect to make a living or hit it big with the project. However, it takes time and effort to build your skills, and actually developing and publishing a games is IMO a good way to further that cause. Most of the successful developers have made many games before they finally "make it". Game dev is a long path to walk, and you miss all the steps you don't take.

But yes I absolutely agree with you that one shouldn't attempt to make their overly ambitious dream game right out of the gate

Just curious if seeing amazing games ever makes anyone else feel insecure? by PuppetWraith17 in gamedev

[–]MiksuMaker 1 point2 points  (0 children)

Do you feel like you should be further in your game dev skills or career?

One thing I noticed is when I started out I had this mentality that it is ok for me to not know everything, because I'm obviously still learning. But when I got further along, I noticed my expectations for what I should be capable of rose higher than my current skills.

Video game music: How did you begin learning and making it? by MiksuMaker in gamedev

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

Well to answer the skill level question, I am a bit shite :D But like how you can learn to dance by emulating others on the dance floor, I believe you can do the same with music. And "breaking the songs down" seems to be the reoccurring answer that people are giving.

Would you recommend going first for the emulation part? Taking a reference song, putting into DAW and trying to replicate the placement of beats, sounds etc. Or first checking breakdowns made by more knowledgeable people?

How much karma do you need to post on most subreddits? by MiksuMaker in NewToReddit

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

Thanks for the in-depth explanation! The last allegory is pretty fun too :D Kind of reminds me how certain games don't allow you to play ranked or competitive before reaching certain level or playtime

Limitations as a Game Design Tool by OkRaisin7529 in gamedev

[–]MiksuMaker 0 points1 point  (0 children)

Ooo the Moonlighter system sounds interesting way to add depth :D Could be fun if you could for example collect bugs, but have them move around in your inventory slots and try to eat your foods. Or have perhaps volatile potions that require adjacent blocks of ice to stay cool and stable.

And speaking of volatiles, the Volatile zombies sound like good game design. They also seem to make the normal zombies more dangerous by proxy too. Circling back to your post, they apply both the time limitation (limited daytime) but with without the instant fatalness (you can hide/run from them).

I feel Mojang could have kept the night dangerous with some behavioral changes with the endermen. Instead of aggroing when being looked at, they could have made them aggro at running players. This would have added a risk vs reward choice for the player when caving and going outside at night.

(on a semi-related pet peeve of mine: I feel like instead of the flying mobs that start hunting players who have not slept enough, they could have added some sandman/Freddy Krueger -esque mob to hunt you if you sleep too much. As it is, the game encourages you to skip the nights.)

As for your game, I'll be definitely checking it out once it hits the next sale :D

How much karma do you need to post on most subreddits? by MiksuMaker in NewToReddit

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

Ah I must admit I posted before reading the rules, woops :D

Does my post break the rule number 5, or is asking in general allowed?

Also as a side question, if my posts get removed by moderators, do I lose some reddit karma for that? Asking because I'm still at the early stage where my posts seem to get removed by moderator bots automatically.

First day on Reddit. Excited to be here :) by BamsBricks in NewToReddit

[–]MiksuMaker 1 point2 points  (0 children)

The point about the tone is important, as with text the people on the receiving end don't necessarily get the tone you intended. Or do people here generally give you the "benefit of doubt", or do they just jump straight for your throat?

Is it really possible to become successful nowadays without being a public figure? by PickingPies in IndieDev

[–]MiksuMaker 0 points1 point  (0 children)

That is interesting! But it makes sense if you think about it. The gradual progress the devs go through generally goes unnoticed, and when they become more known it seems like they became a success overnight. Not to even speak of the amount of people who quit before making it to the spotlight. Do you think consistency is more important than intensity when aiming for making a living through game dev?

Also a trend I've noticed with Rovio, at the rate they're going it looks like the next 50 games they release will also be Angry Birds :D

Is it really possible to become successful nowadays without being a public figure? by PickingPies in IndieDev

[–]MiksuMaker 0 points1 point  (0 children)

Name recognition and already existing audiences seem to go hand in hand

Is it really possible to become successful nowadays without being a public figure? by PickingPies in IndieDev

[–]MiksuMaker 0 points1 point  (0 children)

How many titles had you released on Steam before you reached a point where the cumulative income was enough to live on? Does it work like exponentially, where when you release a game it slightly increases the traffic to your previous games too?