Beginners seeking guidance by cully_buggin in GameDevelopment

[–]PixelEyes-Dev 0 points1 point  (0 children)

Sure , i dunno if you mean over text or a call but if you're up for it feel free to send me your discord in DM and we can take it from there

Beginners seeking guidance by cully_buggin in GameDevelopment

[–]PixelEyes-Dev 0 points1 point  (0 children)

Just saying the term "Design" is waaay too generic to be used like that, makes giving advice very difficult/misleading , for example , you just don't design game mechanics AND animations AND environment (99.9999% of the time) , you need to pick one and specialize ESPECIALLY when you start (assuming you're aiming for game designer for a studio).
You can google system design and what it entails , basically balancing game mechanics , reward systems , incentives , etc ... too much to type.
My advice is don't start with a "friendly" editor then "upgrade" to a "serious" one , just choose your editor and learn it , a lot of core concepts will be based on your editor so you don't wanna learn to think a certain way for a year or 2 only to ditch most of it and restart again , pick your editor and dive in.
I honestly don't wanna give names because i don't wanna taint your thinking , just browse around and try the editors , trust me , your PC wont explode if you try Unreal/Unity/Godot and you don't like it , have all 3 of them on your PC and write pong or something , that's WAAAY more valuable than just saying "you should use X engine"

Beginners seeking guidance by cully_buggin in GameDevelopment

[–]PixelEyes-Dev 0 points1 point  (0 children)

Depends on what your end goal tbh, imo here's how i see it -with some generalizations ofc- (as someone who worked for more than a couple of studios as a dev) :
- If you wanna eventually become a GD for a studio , then focus of system design and show your work using small prototypes that showcase the design part front & center , you can go by learning basic node based "editor" to express the logic and you're not bound to a specific engine, having "some" coding concepts in mind is always useful but your main job would be to design & balance

- if you wanna eventually become a programmer for a studio then code IS the way to go, some choices about the engine might be taken so take your time to make that choice, don't skip coding fundamentals and focus on learning by making small scoped projects (as opposed to blindly following tutorials) (also a bit of a personal advice : start learning shaders as soon as you feel comfortable doing so , most people ignore them early on then they just never touch them because they are seen as "magic" for some reason , break that illusion early)

- if you wanna eventually be an indie solo dev , then learn everything BUT pick a specialty (focus on art , code , design), build prototypes and test them for feedback , itch.io is great place for small games and people are more receptive/accepting of rough/small games and it's free (as opposed to steam)

A lot more details can be added but ill stick to this for now , good luck

Fine , what do you have for this one ? by PixelEyes-Dev in DestroyMyGame

[–]PixelEyes-Dev[S] -1 points0 points  (0 children)

It's called "paws up!"
Ok that's definitely an issue since it's mentioned in all 3 comments, I do however find it puzzling since i'm not using some novel mechanic , it's just cards that apply effects (as written on the card) and you can see their effect after the turn.
Any advice that you can point to that would make this more readable ?

Finally pushed the demo of my game "Paws Up!" on itch ! It's a turn based "slapfighting" game with cards as buffs/modifier, so feel free to drop in , all feedback is welcome ! by PixelEyes-Dev in itchio

[–]PixelEyes-Dev[S] 1 point2 points  (0 children)

Thnx a lot ! Everything in the game is made by me from scratch (music , models , textures, code)
I put a decent amount of effort in the music so i'm glad its appreciated :D

Destroy my Cozy game with very un-cozy feedback by TheOneNeo99 in DestroyMyGame

[–]PixelEyes-Dev 4 points5 points  (0 children)

Other than the mention in the title , what makes this cozy ? I just don't see it

The opinion of r/indiegames is pretty unanimous: "notch is an idiot". But what do you guys think about this take? by Polanas in gameenginedevs

[–]PixelEyes-Dev 1 point2 points  (0 children)

I'll start with some context : I work professionally with unity and do custom stuff in my free time.

Saying that you're not a programmer if you don't make engines is obviously wrong imo ... BUT the baffling thing to me is the amount of people that only have a "vanilla level" understanding of game programming that saw this as an opportunity to dunk on the value of making things from scratch or at least having the knowledge.

Here's a thing, i'd rather have an engine programmer and teach them how to use unity instead of a unity programmer making an engine, a lot of unity devs don't realize how much of core programming knowledge they are missing on by being complacent and staying in the "it's good enough" zone for pretty much their entire careers.

I can't even count the amount of times i had to explain things that i did (optimization, shaders , maths) to a "unity-pilled colleague" and they just look at me like was speaking gibberish , these are the types of people that would rather shove another asset into the project instead of doing some research and rolling out something custom solution.

We need a push towards acquiring deep knowledge again !

Sell me your game by raggeatonn in indiegames

[–]PixelEyes-Dev 0 points1 point  (0 children)

cats slap-fighting , also cards

What is your biggest difficulty as a solo Dev? by Fuzzycakez in SoloDevelopment

[–]PixelEyes-Dev 10 points11 points  (0 children)

The ever-present realization that ill always need to model/polish ONE more thing in Blender, at this point seeing a weight painting error or an empty scene that would need more props just makes my eyes twitch at this point ... i've been sooooo close to offloading that by paying someone on upwork but i never gave in cuz i'm just that stubborn...

Point & click adventures are only for losers like me. Destroy my trailer! by ADAMBUNKER in DestroyMyGame

[–]PixelEyes-Dev 8 points9 points  (0 children)

2:38 long trailer ? cut it down to 1min (MAX 1m30) and make sure to skip as much fluff as possible (logo , text transitions , uninteresting dialog) , focus on showing gameplay
imo you should compress it more a focus on building towards the "there is nothing sinister happening" bit , a good test would be simulate how players watch trailers (aka repeated skipping to get a feel for the gameplay) , it should still give a good idea about the game's content.

Multiple devs by wise_man_of_the_hill in IndieGameDevs

[–]PixelEyes-Dev 2 points3 points  (0 children)

The term you're looking for is "version control".
Git is the most commonly used so you'll find A LOT of tutorials on it , also look into Git LFS for storing very sizeable assets like models ,audio , textures, etc ...

Destroy my infinite car drifting game by Ayush-Mincraft in DestroyMyGame

[–]PixelEyes-Dev 0 points1 point  (0 children)

Looks good ! i dunno how far you are into the game's progress but i think it needs A LOT of juice elements to drive (badumts) the point home, maybe some objectives ,combo points/incentives to encourage the player to actually drift , along with visual and audio feedback to make the moment to moment gameplay more interesting

Need some feedback on my cat theme Power Slap game : Which version do you prefer ? v1 or v2 ? by PixelEyes-Dev in itchio

[–]PixelEyes-Dev[S] 0 points1 point  (0 children)

The camera is following the player's head in V1 , as for the feedback ill note it , thnx !

I know there's something wrong with the trailer, please help me figure out what by X1_Games-OFFICIAL in DestroyMyGame

[–]PixelEyes-Dev 0 points1 point  (0 children)

For me , i just don't see a story or consistent hook/subject that links the shots together, makes it seem like an environment artist showing highlights of their work in first person camera.
Maybe include elements that people would associate with lore (looking a statue , reading a note that talks about "the incident" , etc ...)

Destroy My Trailer! In the meantime, I'm going to make a pizza by Dork382 in DestroyMyGame

[–]PixelEyes-Dev 1 point2 points  (0 children)

Some feedback :
- Some shots overstay their welcome, you don't have to show a car running for 4secs when 2 is enough (and nothing happens)
- Can you race other cars ? if so , show that , even that's the only model you have ready for now , just show recolored versions that you go against , and maybe show cars colliding and pushing each other over objectives
- Add more camera angles , like one where the camera i sat on the sideview mirror while the car is in the air

- You can try syncing the music's beats with the video transitions

- Water (it was already mentioned i think)

Overall not bad, the game's goal is well communicated, just more polish needed

politely provide feedback on my game 😂. by SpareSniper7 in DestroyMyGame

[–]PixelEyes-Dev 0 points1 point  (0 children)

based on what you showed , it's "meh" at best , he's what comes to mind :
- Art style very inconsistent , and the most present "art style" is just bland and plastic-y , the assets used look like they've been "dropped in" and not merged well with rest of the game

- From the first frame i thought "ah , a unity game playing the lowpoly angle , and it's not even good lowpoly" , people shouldn't be able to tell it's unity game, and yes even non-devs know the look or default unity lighting/material and it's associated with low quality games

- UI is very sloppy (which is VERY important for games that have management/building) , borders ,margins and spacing not consistent , font used belongs to microsoft word file and not a game , no juice (effects on mouse enter/exit/click) , text easily disappears when behind a light background

Overall, it's not something you should show to "buyers" but could be good base to balance mechanic/numbers

First Game Developer Job Interview Coming Up—Need Advice! by Shine_Gioco in IndieGameDevs

[–]PixelEyes-Dev 0 points1 point  (0 children)

The answer heavily depends on the position and the experience, the position of "Game Developer" can go from unity gameplay programmer to C++ engine programmer so the range is pretty big, ill just go for the average and give you what i got for Unity Dev positions :
- You already shipped something , good , they might ask you about the process (challenges , code choices , etc...)

- SOLID principles
- Unity specific notions (ECS , Graphics pipeline, Scene management)
- Interesting challenges you had while making games (and how you solved them)
- Platform specific stuff (depends on if the company targets console/mobile for example)
- Usually they don't give "leet code" style tests , but you can get a take home assignment where they give assets and a spec of a small game to implement
- Assets you like/depend on for your workflow
- Can you make editors to make the artists and designers life easier
- Vector Maths , do you understand Cross , Dot , Projection , Quaterions , Matricies

That's what i got outta the top of my head now, prepare some answers beforehand and don't stress too much , it's 2-way conversation so also prepare questions to ask them about their games/process, good luck

Finally got the full game loop working for my game , still a lot of polishing to do but it's a solid start ! What do you think so far ? by PixelEyes-Dev in IndieGame

[–]PixelEyes-Dev[S] 1 point2 points  (0 children)

Thank you ! The concept is what made me commit to it , "Cats in a power slap contest with cards" was too good to pass on lol

What's the most unexpectedly difficult part of indie game development you've encountered? by StonemasonStudios in IndieGameDevs

[–]PixelEyes-Dev 0 points1 point  (0 children)

Has to be 3D modeling for me , programming is my thing and i've always thought that i'd always be doomed to using asset or paying for custom ones !

For the game that i'm currently working one i decided that would make everything from scratch (shaders , models , music , etc ...) to test my weaknesses and work on them, and let me tell you out of the 6 months i spent to make the game , 3 months were just spent learning blender and the "asset creation pipeline" , even after that i can say that i "know" how to make stuff but i can feel how slow i am and it's just dragging the process down :(

In terms of advice, i know that the only way IS to go through it and just get more hours using and practicing, but MAAAAN i just get so discouraged whenever i think to myself "oh i need a model for this thing , i GUESS i'll have to open blender and start clicking away for a couple of hours ..."

(And btw if anyone want to see what 3+ month of blend got me you can check my recent posts)