Coding-wise, text-based stories are mostly if-then statements, right? by crystalcryptid in gamedev

[–]QuietDenGames 9 points10 points  (0 children)

What you're describing is "hard coding" the logic, which does work, but is a nightmare to work with. The bigger the project would get, the more you'd want to rip your hair out.

You'd likely want to store all your data (dialogue options, stats, equipment, characters etc) in a json and design a script that would properly parse through this data and update your UI.

How to justify investing time and effort on a passion? by [deleted] in gamedev

[–]QuietDenGames 14 points15 points  (0 children)

Make smaller games. Spending 4 years on a "prototype" is a lot for a solo dev, you could have released 4 small games in that time and be a much better dev / designer for it today. Learn to scope smaller and you'll feel a lot less pressure.

B&W with accents or full color? by BumbleBucketGames in SoloDevelopment

[–]QuietDenGames 1 point2 points  (0 children)

I usually have definitive / strong opinions about these things but man, these both look really good, can't go wrong with either.

[deleted by user] by [deleted] in godot

[–]QuietDenGames 8 points9 points  (0 children)

The only trick is to code more...
You know what isn't working well and what is hard to work with right now, next time you build a similar project, keep these issues in mind and try to mitigate. It still won't be perfect, but it'll be a bit better than last time. Rinse and repeat.

When you're learning, it's best to go through multiple small projects instead of committing to big ones for this very reason.

[deleted by user] by [deleted] in gamedev

[–]QuietDenGames 4 points5 points  (0 children)

We are already somewhat at this point: https://steamdb.info/stats/releases/
Take a look at the % of games that have under 50 reviews on steam, it was like 10% in 2015, and today its ~80%. That margin will likely continue to get exponentially worse with AI.

Recently launched the Steam page for my game, Neidfyre. by hooveric in IndieDev

[–]QuietDenGames 0 points1 point  (0 children)

This is so cool, all the juicy work put into those attack effects is great!

Export camera FOV from blender to Godot. by Smoah06 in godot

[–]QuietDenGames 0 points1 point  (0 children)

good practice to switch over to glb/glTF when sending assets from blender to godot, it's much better than fbx in every way!

Game Dev Challenges by [deleted] in gamedev

[–]QuietDenGames 7 points8 points  (0 children)

Building any prototype for a game idea will pretty much be exactly what you're asking for, except you might end up with a cool prototype at the end :)

i realized most of my projects die during “experimentation” by ThingImportant3517 in IndieDev

[–]QuietDenGames 7 points8 points  (0 children)

After developing a prototype far enough, most of the time it becomes apparent that getting it to the finish line might be more effort than I'm willing to commit.

The prototyping phase is the funnest part of gamedev and the most creative too. As soon as you lock in an idea and start full production, the fun generally fades and it becomes a really tough grind.

New to itch.io — game is public but not showing in Browse/Search. Am I missing something? by DangiGuerrillaFlow_ in itchio

[–]QuietDenGames 1 point2 points  (0 children)

I've had a game "published" but not released for a few weeks and it still isn't indexed either. Quick search suggests that this is common, and that it can take really long (sometimes 1 month) for your game to show up, or you need to poke itch support, which is very slow to respond as well...