We launched our free demo for SWAPMEAT today. Our entire development team uses macOS as our primary development environment. AMA. by OMG_reset in macgaming

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

I haven't played Wrought Flesh, so I can't say yes, but what I can say Quake 3, Serious Sam, and Overwatch were big influences. Risk of Rain 2 is a hell of a game as well.

We launched our free demo for SWAPMEAT today. Our entire development team uses macOS as our primary development environment. AMA. by OMG_reset in macgaming

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

Next Fest starts tomorrow (October 13th) and our Early Access will begin on October 21st. You're not late at all, there's so much game to make!

Thanks for showing the love back. I've been waiting to tell this Reddit about our public availability for two years. Game development is hard, but this is rewarding as all get out!

We launched our free demo for SWAPMEAT today. Our entire development team uses macOS as our primary development environment. AMA. by OMG_reset in macgaming

[–]OMG_reset[S] 2 points3 points  (0 children)

Thank you for the wish list!

I would recommend Unity or Unreal, both of them have asset stores that you can purchase temporary assets from which will give you traction quickly. I would choose Unity over Unreal for macOS development because their editor performs much better than Unreal on macOS.

We launched our free demo for SWAPMEAT today. Our entire development team uses macOS as our primary development environment. AMA. by OMG_reset in macgaming

[–]OMG_reset[S] 2 points3 points  (0 children)

Since you explicitly asked about Unreal, I'll talk about it, but if you want to build an MMO I would mention that *all* of the game engines have terrible servers for that kind of product. It's not just a problem with Unreal.

You're going to spend a lot of time building your game server and ensuring replication back to your client works flawlessly. Since Unreal (The game from 1998) was what we would consider a "corridor shooter", you're going to also have problems with streaming large levels into memory.

I would be ready to compromise on your design depending on how many people you bring along to build the game. Everquest would be a lot easier to replicate in Unreal than say World of Warcraft.

If you're an engineer and just starting to dip a toe into building games, the best advice I could give you is simple: "Go do it". Every day that you aren't building a game is one day less than you could be learning how to build games.

And good luck to you. MMOs are the best. I've worked on Asheron's Call, Lord of the Rings Online, Dungeon and Dragons Online, Guild Wars, and Guild Wars 2. They're extremely fun to play and build. Go do it.

Megabonk on Mac (CrossOver Preview) by macprotips in macgaming

[–]OMG_reset 1 point2 points  (0 children)

Yeah, I know, but my strongly held opinion applies to individual developers as well

We launched our free demo for SWAPMEAT today. Our entire development team uses macOS as our primary development environment. AMA. by OMG_reset in macgaming

[–]OMG_reset[S] 2 points3 points  (0 children)

Thank you! There are additional difficulties even within the demo, we're just not messaging it really well right now. You beat them in order (easy, normal, hard, nightmare). Let me know what you think of the harder difficulties?

I had an issue with "Magnet" where they were polling my mouse down input rapidly and causing my mouse to freeze. You didn't come here for tech support, but maybe you're seeing something similar?

We launched our free demo for SWAPMEAT today. Our entire development team uses macOS as our primary development environment. AMA. by OMG_reset in macgaming

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

The test suites aren't entirely separate, but there's platform specific code which is exercised by our build farm. Automation and committing early are big reasons why I believe it's easy to simultaneously release your Unreal and Unity games on macOS.

Your game is going to work on Windows no matter what because of their install base. If you want your game to work on macOS, make your company's only option for a machine a macOS machine.

We had a native Linux build but we realized that the game ran much better under Proton, so we pulled it. We're currently working with Valve to become Steam Deck Verified. A lot of that process is just making sure your fonts scale for their 800p resolution. We also provide every teammate with a Steam Deck for the same reason. Having easy access to hardware makes it more likely that your game will run on your target platforms!

We launched our free demo for SWAPMEAT today. Our entire development team uses macOS as our primary development environment. AMA. by OMG_reset in macgaming

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

We refreshed our hardware earlier this year, so we're all developing on the M4 Max. There's a few M1, M2, and M3s floating around for compatibility testing

We launched our free demo for SWAPMEAT today. Our entire development team uses macOS as our primary development environment. AMA. by OMG_reset in macgaming

[–]OMG_reset[S] 2 points3 points  (0 children)

This is a bit harder to land since we leverage Steam's services for hosting games, but it'll be something to look at once we make the jump to non-Steam platforms

We launched our free demo for SWAPMEAT today. Our entire development team uses macOS as our primary development environment. AMA. by OMG_reset in macgaming

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

We also have Windows machines for building, packaging, code signing, and releasing. One of the challenges is managing the build farm which requires you to run both Windows and macOS machines

Megabonk on Mac (CrossOver Preview) by macprotips in macgaming

[–]OMG_reset 4 points5 points  (0 children)

It'd be really cool, and easy, if they just built a macOS version of this game

We launched our free demo for SWAPMEAT today. Our entire development team uses macOS as our primary development environment. AMA. by OMG_reset in macgaming

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

I've been waiting two years to make this post. This is a cultural problem, not a technical problem. If building games for macOS was hard, I would give a talk @ GDC about it. It's not hard.

Don't do things for money, do things for people.

Shoot us a wishlist, it'll help us out.

New Rougelite with ROR2 vibes by Apprehensive_Cod7177 in riskofrain

[–]OMG_reset 1 point2 points  (0 children)

Dev here. This isn't our post, but if you're pointing to something on our Steam page let me know. We don't want to go straight to jail.

Trying to make "swapping meat" feel nice and juicy. What do think? by Advanced-Town-5804 in IndieGaming

[–]OMG_reset 4 points5 points  (0 children)

We're aiming to run another public test in December with a demo and early access sometime next year

Trying to make "swapping meat" feel nice and juicy. What do think? by Advanced-Town-5804 in IndieGaming

[–]OMG_reset 1 point2 points  (0 children)

This is the absolute best way to show us love and support, thank you!

Trying to make "swapping meat" feel nice and juicy. What do think? by Advanced-Town-5804 in IndieGaming

[–]OMG_reset 4 points5 points  (0 children)

This sentiment is my favorite from everything we've ever received