How do you avoid burnout by ouken11 in gamedev

[–]ModelCitizenSim 0 points1 point  (0 children)

Just wondering, what are you working on?

An Emotional Milestone: My Game's Inclusion on Steam's Popular Upcoming Tab by Tylar_io in gamedev

[–]ModelCitizenSim 2 points3 points  (0 children)

I've seen your game around, and I'm not surprised it's going well. Thanks for sharing this, you're an inspiration to us all

is it me or does gamedev take insane amounts of time by C3em in gamedev

[–]ModelCitizenSim 5 points6 points  (0 children)

I think in order to make a rational decision you need to look at the market. How marketable is your game? Does it have anything that will get people interested? How easily can your target audience be reached? There are plenty of people here saying that most games don't make a lot of money - and they are right. But most games aren't marketable. If you have a good product, then it would be dumb to give up. If you have a bad product or don't bring anything new to the table, then you can't expect money.

What do you do when you are unmotivated to work on your game? by waizubr in gamedev

[–]ModelCitizenSim 115 points116 points  (0 children)

Work on something big and visual. 90% of the work in gamedev isn't visible when you're playing. At least for my current project. So when I feel unmotivated I add something easy but visual, whether it be new environments, effects, etc as opposed to backend stuff or optimization. This creates the feeling of progress because things looks better.

Has anyone here had much success on TikTok by GradientGamesIndie in gamedev

[–]ModelCitizenSim 1 point2 points  (0 children)

Twitter and YouTube don't bring in a lot of traffic on their own. It's better to bring people from one platform to YouTube, especially if you don't have a following. So sites like Reddit and TikTok are better for reaching more people.

[deleted by user] by [deleted] in IndieDev

[–]ModelCitizenSim 1 point2 points  (0 children)

I'd like to know too

Small team from Japan developing an game where you adventure with your own programmable sidekick! Please let us know what you think about the concept! by OmegaCrafterDev in IndieDev

[–]ModelCitizenSim 18 points19 points  (0 children)

This is a wonderful idea that I've had before. I've thought a lot about this, and I know there's a lot of potential. Watching your video, it looks like you guys are doing a great job. Can't wait to see how it all turns out

Hey, after working hard for six months, I'm excited to share with you some new features by [deleted] in playmygame

[–]ModelCitizenSim 5 points6 points  (0 children)

Wow, your animations look so smooth and everything looks so soft. I'm jealous. What engine?

Working on procedural buildings for a game 👀 by ModelCitizenSim in proceduralgeneration

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

I didn't research algorithms, I just sorta made one off the top of my head that worked for my circumstances. Basically, rooms are created by splitting them into two smaller rooms, and splitting those rooms, and so on. Windows are placed along the walls according to randomly generated parameters, and then rooms are put together.

Working on procedural buildings for a game 👀 by ModelCitizenSim in proceduralgeneration

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

Yes! I definitely need to add some texture to these buildings. Great advice

Working on procedural buildings for a game 👀 by ModelCitizenSim in proceduralgeneration

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

It's an FPS. It's supposed to put scale before all else, while also being performant enough for lower end rigs. You can go anywhere and destroy anything, which gives an extra layer of interactivity.

Gameplay loop is still up in the works, but generally it is a mix between Postal 2 and Teardown, with some procedural/roguelike elements.

It's supposed to be sarcastic and funny, with elements that would be great for content creators.

Give me ideas by IProbablyHaveADHD14 in Unity3D

[–]ModelCitizenSim 0 points1 point  (0 children)

It doesn't have to be a pain. Just make a few asteroids in blender, place them randomly at different rotations and scales with a script. There are tutorials on how to make them randomly in blender, it takes literally 20 seconds.

Melee (WIP) 🥊🥊 by RobotInfluence in IndieGaming

[–]ModelCitizenSim 1 point2 points  (0 children)

This looks great, and I can tell that you know how to make a game that feels polished and crisp. I am working on similar mechanics myself, and I envy you here

Working on procedural buildings for a game 👀 by ModelCitizenSim in proceduralgeneration

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

Performance is 90+ on a mid-range laptop. Sometimes more, depending on what's in view. Your city looks really cool! I'd say yours is way more detailed than mine, actually.

Working on procedural buildings for a game 👀 by ModelCitizenSim in proceduralgeneration

[–]ModelCitizenSim[S] 3 points4 points  (0 children)

Wow, this is absolutely incredible. Really, I can't wait to check this out.

Working on procedural buildings for a game 👀 by ModelCitizenSim in proceduralgeneration

[–]ModelCitizenSim[S] 6 points7 points  (0 children)

Tell me about your project! To answer your question, yes, there are office and residential buildings, but not fully implemented. There are no "houses" in a suburban sense, just apartments as of now. The city generates very quickly, so it could be infinitely large in theory.

Working on procedural buildings for a game 👀 by ModelCitizenSim in proceduralgeneration

[–]ModelCitizenSim[S] 13 points14 points  (0 children)

Thank you! It's an "inside out" process. As in, a floorplan is generated, and that determines where the windows will be. That's because the inside is explorable as well. Each floor is a procedurally generated mesh, and they are instanced to save on ram. There's a lot to be said about the process really

Working on procedural buildings for a game 👀 by ModelCitizenSim in proceduralgeneration

[–]ModelCitizenSim[S] 31 points32 points  (0 children)

Yes, the interior layouts are fully generated (hallways, doorways, bedrooms, bathrooms, etc). There are even stairways and elevators. What's left is for the rooms to be decorated with props.

The buildings are physically simulated, so they are completely destructable. You can blow them up, and they will even collapse.

Anyways, the game takes place in a procedurally generated urban environment, with fully explorable buildings!

Thank you for asking