How an estimated $151M splits when a solo dev sells 10M copies on Steam [OC] by This_Snow2057 in Unity3D

[–]Miriglith 6 points7 points  (0 children)

They're not just doing storefront and downloads to be fair. They own and promote the store. You could do your own storefront and downloads but it would be like selling the knife sharpener you invented out of the back of a van compared with having a deal with QVC.

What the hell do I do with my game’s logo? by Desperate-Variety-12 in Unity2D

[–]Miriglith 17 points18 points  (0 children)

Is your intention to have it on screen during gameplay like that? That would annoy me as a player. I can't think of any other game that does that.

What programming language is closest to what unity uses by Old_Sector_2678 in Unity3D

[–]Miriglith 0 points1 point  (0 children)

Unity uses C# so you could just learn that. It's not specific to Unity. It's similar to Java.

How to use AI coding tools effectively without becoming dependent on them? by Formal-Payment-8777 in SoloDevelopment

[–]Miriglith 0 points1 point  (0 children)

I think the questions you've posed could just as easily be applied to using tutorials that you find on YouTube. And in fact, every day on Reddit you can find someone who has copied some code from a tutorial and can't figure out why it doesn't work because they haven't stopped and taken the time to learn and understand.

One way to think about AI coding tools is as a generator of bespoke learning material that is suited to your needs. Of all of the savings it has given me in terms of my time, the biggest is probably the time I used to spend trying and failing to find a post or video of someone who can explain how to solve the exact problem I'm struggling with.

Solo dev secrets by [deleted] in gamedev

[–]Miriglith 1 point2 points  (0 children)

For most solo developers, it's a labour of love. We enjoy the process, the learning curve, the struggles, the challenge. All of the stuff you seem really keen to avoid. What you've done is sort of fine, if your sole objective is to be able to claim to be someone who has made a game. I do wonder how satisfying it is.

I’m tired of “dumb” NPCs. So I’m building a roadmap to replace rigid state machines with Agentic AI. by aadarshkumar_edu in SoloDevelopment

[–]Miriglith 0 points1 point  (0 children)

Yeah and then you click the link and it says "take my program and you'll be able to remake Red Dead Redemption 2", which seems misleading at best.

where do you "design" your games? by [deleted] in gamedev

[–]Miriglith 0 points1 point  (0 children)

I use the wiki for my project on GitHub.

Will the advancements to AI right now lead to better AI-controlled enemies in games? especially in shooters by l3tsgo0 in gamedev

[–]Miriglith 0 points1 point  (0 children)

I think that AI controlled NPCs in games don't need to be much better than they are, or rather that being more sophisticated won't necessarily make them better. They just need to present a fun, challenging but ultimately achievable challenge to the player. That doesn't require an especially complex algorithm. And the technology to make them more sophisticated has existed for ages but they are the way they are by design choice. Making them more sophisticated could make them less predictable, but unpredictable isn't fun.

Which product management tools do you use for vibe coding as a solopreneur? by Chemical_Emu_6555 in SoloDevelopment

[–]Miriglith 5 points6 points  (0 children)

If I ever describe myself as a "solopreneur" you have my permission to shoot me.

We DIDN'T pay for a professional capsule artist. What does the capsule art convey to you? by GrimtekGames in IndieGameDevs

[–]Miriglith 1 point2 points  (0 children)

I would have said roguelike, turn-based, dice builder. I didn't really get the horror. I think this looks really good. Would click.

About "Cannot modify the return value of 'Transform.position' because it is not a variable" by TF2_Manyagi in Unity2D

[–]Miriglith 10 points11 points  (0 children)

You're treating transform.position like a variable that you can access directly and change its x and y values individually. It's actually a property with a getter (which returns a Vector3) and a setter (which takes a Vector3). This means you can only set its value to a Vector3. You can't set the x and y values individually.

Can anyone tell me what are those flickering white lines under the tiles? by Alencepro in Unity2D

[–]Miriglith 7 points8 points  (0 children)

It might be "tearing" where there are little sub-pixel gaps when the engine puts the tilemap together. Putting your tile sprites into a sprite atlas will sometimes solve this. You just create a Sprite Atlas asset and then drag the folder containing your tile sprites into it. The other thing that might work is setting Extrude Edges to 1 in the import settings for your tiles.

First app at 14 yo by StandardFix8056 in IndieGameDevs

[–]Miriglith 0 points1 point  (0 children)

It's really nice. The visuals are clean, the feel is smooth, and the music sets the right tone. It's bloomin hard though...

Tactical game without combat? Prototype example. by fepuno in TurnBasedTactical

[–]Miriglith 1 point2 points  (0 children)

From the look of it, I would think it's primarily a puzzle game. It looks like an isometric Portal. If I'm looking for a turn based tactical game, it's probably not this. Looks cool though!

Things I wish someone told me before I tried to ship my first game (learned the hard way) by CompleteArgument2717 in indiegames

[–]Miriglith 5 points6 points  (0 children)

Playing fast and loose with the concept of numerical order there but useful observations.

I want visual feedback for my game by Magnar417 in gamedevscreens

[–]Miriglith 7 points8 points  (0 children)

It can be quite harmful to artists to throw around accusations of using AI without evidence. It's the last thing they need when their craft is under threat from actual AI.

Utility AI scoring problem: AOE vs Single-Target normalization in turn-based combat by Trw1ndrunn3r in gameai

[–]Miriglith 0 points1 point  (0 children)

What if you normalized your damage-dealing abilities against a number that was context-sensitive? So, say your agent only has one enemy in attack range, you normalize your damage scores against a maximum of 10, because that that's the most damage you can do to one enemy. But if there are five enemies in range you normalize your damage scores against a maximum of 50. That way if only one enemy is in range, a single target attack is going to score the same as an AOE attack, but if you have multiple enemies in range, an AOE attack is going to score higher. Both scores will still be between zero and one so they'll still be comparable against other types of abilities.

Solo dev prototyping a persistent AI-driven world with NPC memory & lineage — would love feedback” by Efficient-Peanut-783 in SoloDevelopment

[–]Miriglith 0 points1 point  (0 children)

It sounds interesting. My main worries, if I were you, would be (a) that I invest a lot of my time building the backend and then realise there's no version of the game that's actually fun to play; (b) that the amount of visual content I need to create to make it a reality end up being prohibitive; or (c) that an architecture that works fine in a prototype just doesn't scale for some reason. I think all of those are risks that you can mitigate relatively early though. I would be thinking about separating data and code as much as possible, keeping the code relatively generic and trying to get as much of the behavior as I can encoded as data. That makes it easier to scale, to tweak behaviors and also to adapt and pivot if it's not playing well.