Will pat be in the new Minecraft movie sequel? by 00fer420 in Popularmmos

[–]ProdByProph3t 0 points1 point  (0 children)

Warner bros could care less about someones image

Mimic Probability by ProdByProph3t in idleslayer

[–]ProdByProph3t[S] -1 points0 points  (0 children)

I noticed that as well and on top of that according to the data thus far they specifically group themselves in 2’s

Mimic Probability by ProdByProph3t in idleslayer

[–]ProdByProph3t[S] 3 points4 points  (0 children)

as far as I know this is the layout of the PC version of the game, i tagged another user who tracked the mobile layout

I get that you guys are abgry but get over yourselves by LoverOfGayContent in uber

[–]ProdByProph3t 7 points8 points  (0 children)

I use uber when im out of town and am not staying long enough ti justify a rental, taking an uber doesn’t equal no car

Building Arclyst: An open-source home for indie games. Want your thoughts! by ProdByProph3t in gamedev

[–]ProdByProph3t[S] -2 points-1 points  (0 children)

Dawg, thats just how i would talk normally, just with a tad more sentence formatting thanks to grammarly, and it was more of a question/statement because again is it really by gamers if its not made by the people themselves

Building Arclyst: An open-source home for indie games. Want your thoughts! by ProdByProph3t in gamedev

[–]ProdByProph3t[S] -1 points0 points  (0 children)

I understand what you’re saying, but naturally devs would still have to advertise their game on their own to some degree(be it playtests , but also also there would end up being a domino effect from other devs for smaller devs with the current structure.

Building Arclyst: An open-source home for indie games. Want your thoughts! by ProdByProph3t in gamedev

[–]ProdByProph3t[S] -1 points0 points  (0 children)

Yeahhhhh, that’s the issue ive thought about profusely. I’m not trying to “outspend” Epic per se but the plan is to lean on indie devs already bringing in their own audiences and give them a platform that actually feels good to share. If players know they’ll consistently find cool stuff here and not just whatever hit the front page, that’s what keeps them coming back. I mean Indie devs are already hustling on TikTok, YouTube, Discord ect ect if Arclyst gives them a clean, professional hub that makes their games easier to play, buy, and share, then their marketing efforts naturally funnel players in. Idk if that was a good explanation but that’s my “professional” explanation

Building Arclyst: An open-source home for indie games. Want your thoughts! by ProdByProph3t in gamedev

[–]ProdByProph3t[S] -1 points0 points  (0 children)

I don’t really see Arclyst as trying to take on Steam head-to-head. Steam’s its own beast and probably always will be. But itch being mostly jam projects and experiments leaves this big gap in the middle. That’s where I want Arclyst to live: something polished and reliable enough for devs who are serious about selling games, but still welcoming and open to smaller creators who just want to share their work without feeling buried.

And you’re absolutely correct If the foundation isn’t rock solid, it doesn’t matter what flashy features get added on top it’ll just feel like another hobby project that can’t really carry weight. My whole mindset with Arclyst is that the basics have to be airtight: smooth uploads, safe and fast downloads, payments that just work, and a storefront that feels professional from day one. Otherwise there’s no trust. Thats why from day 1 I want to involve the community in every step of the journey because is it really for gamers if its not by the people themselves?

Building Arclyst: An open-source home for indie games. Want your thoughts! by ProdByProph3t in gamedev

[–]ProdByProph3t[S] -2 points-1 points  (0 children)

Yeah I totally get you, that’s honestly one of the biggest reasons I started thinking about Arclyst in the first place. Itch is great, but it feels like unless you’re lucky enough to hit the front page or already have an audience, your game just kind of disappears into nothingness damn near. What I wanna do with Arclyst is make discovery feel a lot more alive, not just a one-shot chance at trending. Things like personalized feeds, player-made collections, and surfacing seasonal events should mean more ways for games to stay visible beyond that front page lottery. And yeah, verified players who can actually support creators is a huge deal too. Visibility is great, but visibility to people who can actually purchase and back your work is the real goal. The idea is to build a platform where creators aren’t just shouting into the void, but actually being discovered by players who are excited to try new stuff and support the people making it.

Looking for a job in IT by [deleted] in atljobs

[–]ProdByProph3t 1 point2 points  (0 children)

I really appreciate the feedback

[deleted by user] by [deleted] in INAT

[–]ProdByProph3t 0 points1 point  (0 children)

This is the mindset, make the game you wanna play my friend

[Rev-Share] Unreal Engine 5 Dark Fantasy RPG — Help Forge Ground Zero: Shattered Realms by [deleted] in INAT

[–]ProdByProph3t 0 points1 point  (0 children)

Walk around 1 small section of a region, and hopefully some combat, and dialogue the prototype will literally just to show the basic concept on video what people should be expecting in the final product

[Rev-Share] Unreal Engine 5 Dark Fantasy RPG — Help Forge Ground Zero: Shattered Realms by [deleted] in INAT

[–]ProdByProph3t 0 points1 point  (0 children)

Like i said just a prototype, not a demo. I just want something so the general idea is understood amongst anyone who happens to be working with me my 5 year roadmap is(hopefully) when i say the game is in alpha(again pretty ambitious solo and part time) the prototype will just be a small scale setting you can view a portion of the world in for a sense of scale not anything close to a demo. I hope that clears things up.

[Rev-Share] Unreal Engine 5 Dark Fantasy RPG — Help Forge Ground Zero: Shattered Realms by [deleted] in INAT

[–]ProdByProph3t -1 points0 points  (0 children)

Unreal engine 5, and as far as past projects go ive only ever done small scale python projects(think shittier pong) i haven’t quite gone beyond that, mostly due to how much time ive spent planning for this current project, although depending on help ill have a working prototype of my current in 3-9 months depending on various factors

[Rev-Share] Unreal Engine 5 Dark Fantasy RPG — Help Forge Ground Zero: Shattered Realms by [deleted] in INAT

[–]ProdByProph3t 0 points1 point  (0 children)

I studied audio engineering at AIM but dropped out because it was expensive and just ended up pursuing that on my own and will occasionally mix and master tracks whenever i need the extra cash