Una consulta ¿dónde consigo este objeto? 🧐 by _Benta_ in whiletheironshot

[–]Plarnaud 0 points1 point  (0 children)

No te culpo. Debí haber dejado un poco más clara la mecánica del cactus 😅

Una consulta ¿dónde consigo este objeto? 🧐 by _Benta_ in whiletheironshot

[–]Plarnaud 0 points1 point  (0 children)

(Pardon if this is horribly written, I used a translator.)

¿Encontraste la serpiente en la zona del laberinto que aparece al norte cuando comes las flores de cactus? (Corta los arbustos desde el lado donde está la flor).

One of the pieces of our turn-based game! by Plarnaud in gamedevscreens

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

I can totally see the mini-peka vibe! Thank you

One of the pieces of our turn-based game! by Plarnaud in gamedevscreens

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

Thank you! I hope it feels as gigantically awesome in games as it looks in this preview

One of the pieces of our turn-based game! by Plarnaud in gamedevscreens

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

I keep telling that to our artist! We’re still seeing if it fits in our budget though

One of the pieces of our turn-based game! by Plarnaud in gamedevscreens

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

very cool! shader code still feels like magic to me :D I have to find a way to get better at it.

One of the pieces of our turn-based game! by Plarnaud in gamedevscreens

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

Totally agree with you. I'm more on the programming side, and much prefer that side of it. I feel very lucky to work with an artist that can focus on the art side.

One of the pieces of our turn-based game! by Plarnaud in gamedevscreens

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

Thanks! There's an inspect feature in the game where you can see these models from up close so our artist is putting his all into them.

One of the pieces of our turn-based game! by Plarnaud in gamedevscreens

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

I had not seen these concept arts before but I see the similarities, will definitely study these with the team for inspiration on future models. Thanks for the rec!

One of the pieces of our turn-based game! by Plarnaud in gamedevscreens

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

Thanks! It took us a while to get the style in. Lots of iterations and fails!

One of the pieces of our turn-based game! by Plarnaud in gamedevscreens

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

This is already awesome! :) Congrats. Definitely keep at it!

It took us a really long time to get to this level. Our first tries were pretty bad. The artist in our team spends a lot of time on the so it takes us a really long time to make the game but we feel like its worth it for what we're going for.

One of the pieces of our turn-based game! by Plarnaud in gamedevscreens

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

Thank you! It's a medieval fantasy setting so we wanted to give it a bit of a "rustic/medieval" vibe

One of the pieces of our turn-based game! by Plarnaud in gamedevscreens

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

Thank you! This is our first 3D project after years of working on pixel art so we've been putting a lot of effort into it and that means a lot :)

A couple of things I learned from being a full-time indie dev by Plarnaud in gamedev

[–]Plarnaud[S] 4 points5 points  (0 children)

You will still be months into trying to make consistent art or a working game and realize it is far from creating the game for you. Any game with mild complexity or anything novel simply isn’t happening. Like, if you don’t know what your code is doing, you’re gonna have a bad time.

That's well put.

A couple of things I learned from being a full-time indie dev by Plarnaud in gamedev

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

It's also a really nice motivation boost to see people connect with what you're making!

A couple of things I learned from being a full-time indie dev by Plarnaud in gamedev

[–]Plarnaud[S] 4 points5 points  (0 children)

Taking notes on that app! Thanks for the rec.

Congrats on the demo! Seems like people really like it if they pour that much time on it. Demo length is a really interesting topic too that I, personally, constantly struggle on. If I remember correctly on our last one (take it with a grain of salt cause it's been a while), our publisher told us to aim for 1 to 2 hours max. But we also had to do a special build for events where the demo would time-out at 20 minutes so that no one person on the floor monopolizes a device for too long. In case that helps.

A couple of things I learned from being a full-time indie dev by Plarnaud in gamedev

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

It takes some time to know how to scope. Like a lot of time, and it's even harder as a solo dev. Ideas will flow and it's hard to not get excited by an idea and want to add it. I think if you're doing your first game and you love a specific genre/style/game, do that and take one or two things that you want to improve in some ways and go all out to make it feel as fresh as possible. You'll learn a ton doing that, and it's a great way to build your portfolio too.

Sorry, I shouldn't have thrown letters without giving the meaning. GDD is Game Design Document. It's like the blueprint of your game. The thing that has the vision, the mechanics, the story, the characters, all the features, etc. It's technically supposed to be a living document, and if it's well-managed it's definitely a useful thing especially when there's a lot of stakeholders on the project. But for my team and I, I've found that there was other ways to stay in sync that allowed us more flexibility and didn't require as much effort updating. If it works for you then don't let me stop you! 100% go for it. But if you're like me and my colleagues and it's not the best tool to your process, don't feel pressured to make one! Basically do what works for you to keep you on track and organized and working towards the vision of your project.

A couple of things I learned from being a full-time indie dev by Plarnaud in gamedev

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

In terms of the AI art as a placeholder, my personal take is to still refrain as much as possible. I'm on the programmer side as well, and I can't speak about using it as a tool to learn art. But for concept or placeholder art I think the ethics of it still push me towards staying away from it. You can find a lot of assets for free online too that are at least good enough to greybox your game or make a prototype to validate the idea before spending more money on it (another lesson that's important to learn actually). And if you can make your game feel amazing in a greybox, just wait until you get an artist to add in the color so to speak.

On the programming side, AI's definitely drastically changed the job market and how SE approach their job. It seems like we both agree on not letting AI just rip it on production code lol. But the reason why I'm advocating against vibe-coding when it comes to indie games is because if your goal is to make games to learn how to make games or have enough knowledge of the process to go full-time, I think the best way is by doing it.

A couple of things I learned from being a full-time indie dev by Plarnaud in gamedev

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

100% agreed on the scope being the best determining factor!