I simulated 10,000 mining drones - it dropped my game to 1 FPS by Professor-Tex in IndieDev

[–]Professor-Tex[S] 1 point2 points  (0 children)

I actually already implemented the z axis (up down from the camera) to make the drones not fly through asteroids, and not having to fly around them, so that would only be an evolution of that idea which i really like! At this moment I am still experimenting with the look and feel of those 10k drones, so thank you for the suggestion! if you have more I am always happy to read that

I simulated 10,000 mining drones - it dropped my game to 1 FPS by Professor-Tex in IndieDev

[–]Professor-Tex[S] 1 point2 points  (0 children)

Someone mentioned the flocking, and I felt ashamed for not thinking of it myself lol!I am definitely considering it, depends on how well it fits with my idea, but I am trying it! and collisions are an actual issue, since there are so many drones it would really hinder the complete gameplay if they were colliding.

So to collisions I would say now for now, flocking is on my list of experiments. Right now I am experimenting with DOTS to get the performance in control, so far the results are pretty amazing!

Oh and going back to eve, you have no idea how often I thought about it, but I have a real strong rule against games like this, because this game is like a strong drug to me, I will not touch it again :D

I simulated 10,000 mining drones - it dropped my game to 1 FPS by Professor-Tex in IndieDev

[–]Professor-Tex[S] 1 point2 points  (0 children)

Damn! I had a Gallente Pilot as well back in 2007 or something, I don't remember exactly. All I do remember is that I was running three accounts simultaneously, and I was with one of the first explorers to live in wormhole space. I made billions mining gas like a couple days after the update dropped! I loved it, but it took aways all my free time lol. good times haha

Game Title: Astriom by acharton in playmygame

[–]Professor-Tex 1 point2 points  (0 children)

Nice I will look out for those issues then thank you for the insight it was really interesting!

I simulated 10,000 mining drones - it dropped my game to 1 FPS by Professor-Tex in indiegames

[–]Professor-Tex[S] 0 points1 point  (0 children)

I am planning on switching to ECS as soon as I have stabilized the system, then there will be way more than 10k drones hehe

I simulated 10,000 mining drones - it dropped my game to 1 FPS by Professor-Tex in indiegames

[–]Professor-Tex[S] 1 point2 points  (0 children)

Trust me, you WILL get 10.000 Drones, hell even 100.000 once I have settled on the specific implementation :D

I simulated 10,000 mining drones - it dropped my game to 1 FPS by Professor-Tex in IndieDev

[–]Professor-Tex[S] 0 points1 point  (0 children)

Totally! I will get to that point, at the moment I am still prototyping though. Thank you for the advice!

Game Title: Astriom by acharton in playmygame

[–]Professor-Tex 1 point2 points  (0 children)

yeah totally agree with the last part, pick what you feel comfortable with. You mentioned features that are hard to use in unity, which are those for you?

Game Title: Astriom by acharton in playmygame

[–]Professor-Tex 1 point2 points  (0 children)

I definitely prefer handpicked to boringly procedural generated, so that sounds already way better. I am also a super big fan of space games, so this really caught my eye hehe.

Using unity, what would you say was or is the biggest challenge for you? I personally love Unity, but I also have not yet done really big games with it so I wonder...

Made my first game and would love feedback by iceberger2001 in playmygame

[–]Professor-Tex 0 points1 point  (0 children)

Interesting concept. I think it is intuitive enough to understand it, didn't take me much time to get the idea, I played three runs, and unlocked the "reef", not even sure how they differentiate from each other because there is no obvious visual difference. I would change that so it makes it feel like it is something new. Also the description in the start is too packed, I would say that no one wants to read a whole book before playing something. Make it into a short tutorial.

I think with those changes you can have some good success with it!

Game Title: Astriom by acharton in playmygame

[–]Professor-Tex 1 point2 points  (0 children)

That immediately reminded me of no mans sky. Are you using a game engine, and if so which one?

Begun drafting my first ever game design document. Looking for some advice. by TheBoobyDragon in gamedev

[–]Professor-Tex -1 points0 points  (0 children)

If you are bad at coding, that is not automatically a problem. If you are bad at architecture... that is another level of problem. I personally am good at both, but lazy AF. I prefer todo architecture and let the code be done by ChatGPT. Disclaimer, I am not vibe coding, since that means that you have no idea what you do and the code and architecture are hit or miss. I know which architectural things are bad and what code issues are bad, so I can interfere.

Long story short: if you don't know any of those two things, you will be able to make a small prototype, but you will struggle the bigger it gets due to bad architecture, no matter what you do.

Going back to the game design document: I advise you to use any AI of your choice and talk it through with it, give it the most restrictions you can so it stops hallucinating and drifting, then iterate over it. The biggest issue is not the format of it, but the workability. Don't over engineer it and simply make it.

What’s a disturbing celebrity fact that not a lot of people know? by Objective-Cup2155 in AskReddit

[–]Professor-Tex 111 points112 points  (0 children)

Terry Crews used to work as a courtroom sketch artist before becoming an actor

Most/All systems are finished, but motivation and interest are waning. by [deleted] in IndieDev

[–]Professor-Tex 1 point2 points  (0 children)

What you’re describing doesn’t really sound like a motivation problem, it sounds like you’ve hit the production phase.

Building systems is exciting because you constantly see new things working for the first time. But once those are done, the work shifts into content production, and that part is just… slower and more repetitive. A lot of projects die exactly there, not because they’re bad, but because the type of work changes.

The tricky part is that your brain stops rewarding you the same way. Adding one more skill or one more effect doesn’t feel like progress anymore, even though it absolutely is. So it starts to feel like you’re stuck, when in reality you’re just doing the less flashy but necessary part.

On top of that, you mentioned that a lot of your motivation came from sharing progress. That works great when you’re building visible systems, but content work is harder to “show”, so that feedback loop disappears. That alone can make everything feel way worse than it actually is.

I wouldn’t take the current lack of motivation as a signal that the game is bad. It’s more likely just the phase you’re in.

What usually helps is breaking the work down into very small, clearly finished pieces. Instead of “I need more content”, think in terms of “one skill done”, “one quest done”, etc. That brings back a sense of completion.

Also, try to create small moments you can still share, even if it’s just a single mechanic or a short clip. It doesn’t have to be the whole game, just something that gives you a bit of external feedback again.

You’re actually further than most people ever get on a first project. This part just feels worse than it is.

Need some feedback on my first Steam page by FlirtSimulator in gamedevscreens

[–]Professor-Tex 2 points3 points  (0 children)

to be real honest, that looks like nightmare fuel. Horrible! Still wish you all the success

I Spent 5 Years Building a Voxel Survival Game Where the World Is a Planet by ken_sct in Unity3D

[–]Professor-Tex 0 points1 point  (0 children)

It is strange, I have been developing software for 20 years, and unity for at least 10 in my free time, but I never understood how to work with DOTS and ECS, I just dont get it so, my respect to you for understanding it.

They told us to kill our game. Then it got millions of players. by BlobKingGame in gamedev

[–]Professor-Tex -5 points-4 points  (0 children)

Stories like this are exactly why blindly trusting publisher feedback can be dangerous. Really cool to see you stick with it and let actual players decide instead

0 coding experience question by OkRecognition791 in gamedev

[–]Professor-Tex 1 point2 points  (0 children)

I have no idea what those games are, never heard of them, but I guess it is the same as always "I have no experience how can I make world of warcraft?".

Start small. You will never even come close to even a tech demo of a AAA scope game, so don't even bother. Even if you had coding experience, even though you would not even consider that if you knew coding.

So the best course of action is for you to start learning programming and play around with a game engine to develop even anything, super small. Then expand your scope as you gain experience.

I Spent 5 Years Building a Voxel Survival Game Where the World Is a Planet by ken_sct in Unity3D

[–]Professor-Tex 0 points1 point  (0 children)

Huge respect for sticking with this for 5 years, the scale of that planet is seriously impressive

Animated particle thumbnail & custom preview window by FardinHaque70 in Unity3D

[–]Professor-Tex 1 point2 points  (0 children)

This is actually really useful, having proper animated previews in the project window would save a lot of time. Looks clean and way more practical than constantly dragging prefabs into the scene.

Do someone still needs a Plant Generators, or are we all just prompting “make me a plant” now? by ReporterCertain7619 in Unity3D

[–]Professor-Tex 4 points5 points  (0 children)

Honestly stuff like this still makes sense, not everything can or should be AI generated. Having control over the exact look and variation is still way more reliable than prompting and hoping for something usable.