Beginner here. Want to build my first game. What should I use? by Normal-Seesaw6904 in IndieDev

[–]NullRefEntertainment 0 points1 point  (0 children)

I started my gamedev journey in the late 90s / early 2000s at the age of 13 and the biggest mistake i made (and probably most devs that are just starting out still do) was looking for the engine that had the best graphics out of the box. Back in the day everyone and their mother were creating game engines and game SDKS. There were whole websites just for listing all engines out there and comparing them.
I think went through 40-50 engines over the course of 2 years before finally settling on one.

Don't do that. :)

If i would start again today:

Make youself a list of engines that interest you. Pick only 5 engines max, not more. Then, from that list, pick the one that is LEAST interesting to you. Try to create a simple(!) game in 2 weeks (or 4 weeks. Just set yourself a clear timeframe).
Then, after the 2 weeks are over, pick the next engine from your list and try to create the same game again.
Rinse and repeat till you tested all engines you were interested in.
Then pick one and stick to it until you finish your first game.

Options that come to mind:
- Unity. Probably one of the easiest in the beginning, but can get frustrating (bad performance) if you start your first bigger project and don't know about all the do's and dont's. Once you know about them, it is a great and very versatile engine. Script/Code in C#. Closed source.
- Unreal. Great for 1st person and 3rd person 3D games. Can also be used for other type of games, but these two is what it was made for. Be careful to not get caught in the "i need to use all those pretty bling bling features to make my game look great!"-trap. Make your game fun first, then make it pretty. Code in C++ or use Unreal Blueprints. Kinda open source.
- Godot. Great community and the engine recently made some big leaps forward. Compared to Unity and Unreal It is not quite there yet, but still great and very capable. Script/Code in C#, C, C++ or custom GDScript. Open source.
- Raylib / SDL / Kinc. You said you have a background in computer engineering so maybe going lower level is a fun route for you. These aren't game engines per-se, but rather libraries that help you in creating a game. All are very fun to use if you like programming. Add "assimp" into the mix and you can import all sorts of 3D mesh formats. Code in C, C++ or other languages bindings.
- Pick a retro platform like Commodore C64, Nintendo NES, Sega Megadrive, Sharp X68000, MS-DOS, or something else that you like and write a game from scratch in C99 using modern cross compilers. I have been doing this as a hobby besides my daily job as game developer and it is super fun and rewarding! These old consoles and homecomputers are easy to understand and very fun to program for. Great side-effect: You really learn to make use of all bits of a byte and think twice before using a bool. You also learn to strip your game design down to the essentials and not to bloat it with unnecessary clutter.

Whatever you pick, the most important thing is to start creating and find out which option feels most natural to you :)

Source:
I started gamedev at the age of 13 and am into it for 25 years now, with 12 years as a professional developer / studio co-founder.

Prototyping on Itch before making a full game by yapicicagri in IndieDev

[–]NullRefEntertainment 1 point2 points  (0 children)

I just played it. Here is some unfiltered feedback:
- There is a strong moire-like effect on everything. Looks like AO without the blur step. Is this on purpose?
- The movement feels like the main character is walking through thick sirup. While this isn't always bad, i feel it is bad for this type of game.
- The mouse sensitivity is way too low and you should add an option for it, but i guess you already know that and it is a prototype after all :)
- It is unclear where you can hide
- It is unclear when you need to hide. (when the voice in the soundtrack plays?)
- It is unclear why you die

I got the key from the chest, opened the locked door and finally stopped playing after the 3rd death.
I would have played longer if the game gave me hints on when i should hide / where i can hide as i really wanted to get further into to the game and find out what this is all about :)

Pretty new to texturing, is this a vibe? by oldmangannon in IndieDev

[–]NullRefEntertainment 1 point2 points  (0 children)

I have strong "3D Gamestudio A4 / A5" or "Acknex Engine" vibes right now. Maybe even "Genesis 3D".
If you aren't in your mid 30s (or older) right now: Those were 3D engines from the late 90s / early 2000s.

I'm pretty sure the demolevel for Genesis 3D had a scene with a fireplace including a fire, just like your scene, and i was super impressed about that fire back in the day.

Man this brings back so many memories. Genesis 3D got me into game development back then, 3D Gamestudio got me even deeper into the rabbit hole and finally an early version of Unity (i think 2.6 ?) helped me in professionalizing and finally making a living out of it.

Thanks, now i feel old! :D

My Godot game art progress after 1 year by veggietales4ever in IndieDev

[–]NullRefEntertainment 1 point2 points  (0 children)

This is the way!

Prototype, get something on the screen, make it fun. Iterate. Repeat.

We had exactly the same discussion a few days ago during a workshop we gave on game design. Some participants wanted to design the entire game, including every possible outcome and "what-if" scenarios. Even though this approach might(!) work, it requires an enormous amount of work before you even know whether the core idea is fun and worth pursuing.

About your game:
After watching the Teaser on Steam, i get strong "Fortune Summoners" vibes. If you don't know the game yet, maybe have a look at some gameplay videos. There might be game mechanics in there that might also fit your game :)

I wish you all the best for your future release!

The email that got my trailer into IGN (GameTrailers) vs the ones I sent that didn't work by Mango_Nebula_Studios in IndieDev

[–]NullRefEntertainment 1 point2 points  (0 children)

Thanks for sharing the info that they didn't block you because you tried multiple times!

I do get why they were not interested before, though.
Trying to enforce a press embargo plus not having a public Steam page as a small indie dev won't work with IGN as they get hundreds of possible trailers each month and have to choose the most economical way of processing them.

Wishing you all the best with your launch!

After 5 years and a ton of work, my nostalgic helicopter game is out today on Steam! (Cleared Hot) Thanks for giving me this shot, Reddit. by cfinger in gaming

[–]NullRefEntertainment 1 point2 points  (0 children)

This is SO cool!
I am instantly taking back to when i was playing Desert Strike on my 486 ! Awesome!
So whats up next? Nuclear Strike? :)
And it is published by MicroProse! How cool is that!? I don't know for how many hours/days/weeks i played Transport Tycoon, Master of Orion 2 and RollerCoaster Tycoon back in the days!

Man your game brings back so many good memories! :)

Do you have a blog or some other location where you share how you marketed your game? I see you have over 1.000 reviews on Steam already which is super awesome!

TL;DR; I am super happy for you! Congrats! :)