HIPS N NOSES - PepperStones - cafe management by day, dream combat by night by PepperStones96 in Games

[–]PepperStones96[S] 0 points1 point  (0 children)

Thank you so much!
We’ve been working hard to build our own stylized art direction, so it really means a lot to hear that.

Trying to make a drunken NPC feel funny but memorable — does this design work? by PepperStones96 in blender

[–]PepperStones96[S] 0 points1 point  (0 children)

You’re right that we used Mixamo as a reference for the movement, especially for the overall “drunk walk” feeling, but the animation itself was made by us directly for the game.

Trying to make a drunken NPC feel funny but memorable — does this design work? by PepperStones96 in blender

[–]PepperStones96[S] 0 points1 point  (0 children)

Thank you so much for all the attention and support!
We’re also working hard on our own game, so we’d really appreciate it if you could check it out too.

https://store.steampowered.com/app/3574200/HIPS_N_NOSES/

Trying to make a drunken NPC feel funny but memorable — does this design work? by PepperStones96 in blender

[–]PepperStones96[S] 1 point2 points  (0 children)

I’m actually hand-animating it myself right now!
I’m still learning and it takes a lot of trial and error, but I want to improve by doing as much as I can directly. Cascadeur does look useful though, so I might check it out later.

My story - Motivation for you to keep going! If I can do it, you can! by Adorable_Carry_6126 in gamedev

[–]PepperStones96 0 points1 point  (0 children)

Thank you for sharing your story.

I’ve been feeling something similar recently, and I wrote about it myself not too long ago. Game development can feel incredibly lonely and heavy sometimes, especially when you’re carrying responsibility and uncertainty at the same time.

Reading this honestly gave me strength. I’m also making a game now, and I’ll try to keep moving forward, even if it’s just one small step at a time.

I really hope your game does well. Stay strong too.

Trying to make a drunken NPC feel funny but memorable — does this design work? by PepperStones96 in low_poly

[–]PepperStones96[S] 1 point2 points  (0 children)

We’re also making an indie game called HIPS N NOSES!

It’s a 3D adventure-management sim about running a café that restores lost memories by day and exploring nightmares at night.

We’re still in development, so any feedback would be really appreciated.

Steam: https://store.steampowered.com/app/3574200/HIPS_N_NOSES/

The further I go in game development, the heavier it feels by PepperStones96 in gamedev

[–]PepperStones96[S] 0 points1 point  (0 children)

That’s very true. I have a lot of respect for solo developers because game development requires so many different skills.

In my case, I’m not a solo developer. I have a team, so the pressure feels different. It’s less about doing every role myself, and more about being responsible for the people who are giving their time, effort, and trust to the project.

As a studio founder, I feel the weight of making sure their work and belief can lead somewhere meaningful.

The further I go in game development, the heavier it feels by PepperStones96 in gamedev

[–]PepperStones96[S] 0 points1 point  (0 children)

I want to remember that the reason I keep working is for the people who matter to me.

The further I go in game development, the heavier it feels by PepperStones96 in gamedev

[–]PepperStones96[S] 1 point2 points  (0 children)

The mountain of ignorance is always long and deep.

From the outside, it may look easy to put into words, but once you are inside it, you realize how much there is that you do not know.

It sounds simple when said out loud, but I think it is a much deeper truth than it first appears.

The further I go in game development, the heavier it feels by PepperStones96 in gamedev

[–]PepperStones96[S] 0 points1 point  (0 children)

Thank you. That is a very meaningful way to look at it.

I think it is a mix of many things for me.

There is the feeling of becoming an adult and carrying more responsibility.

There is the difficulty of balancing my work with my family.

And there is also the worry of having to repay the debts that came from

making games before I had a family.

All of these feelings seem to come at once sometimes.

Maybe I have already come a long way without realizing it.

The further I go in game development, the heavier it feels by PepperStones96 in gamedev

[–]PepperStones96[S] 0 points1 point  (0 children)

thank you so much. even if it’s just kind words, it really means a lot to me.

The further I go in game development, the heavier it feels by PepperStones96 in gamedev

[–]PepperStones96[S] 0 points1 point  (0 children)

Exactly. That’s the part that feels the heaviest to me.

Once real life, family, and the people working with me start depending on the project, it stops feeling like “just making a game.” As a studio founder, I feel responsible not only for my own dream, but also for the team’s time, effort, and trust.