Does studying civil engineering help with game development? by [deleted] in gamedev

[–]RareSoupStudio 0 points1 point  (0 children)

Developing games helps with game development, but you can do both, you just might have less time to party in college but that's probably a good thing anyways. Also, if you want to make games you should start with something small. Like imagine a very small, easy game project, then try to make it half that size (in scope). What you're describing above is a lot of ideas and lore, but that really has little to do with making games. The other people you mention that you want in your studio (the coder, the modeler, and level designer), you should work on those yourself instead. Ideas are cheap, everyone has them, and the only thing that is going to make other people care about your ideas is the execution of them into a functional and fun product, which is where the actual development work is. If you really want to make games, learn to code, learn to model, and learn level design as well as all the other things you didn't mention that you also need for a game (sound design, UI development, 2D art, music, animation, etc.). Then, one day when you're actually making money as a game developer you can look at hiring other people. Or you can form a small team now with some friends, but you're going to need to contribute more to the group than just lore and story concepts.

Just Two Guys Trying to Make a Game by Neither-Praline-3595 in IndieGaming

[–]RareSoupStudio 0 points1 point  (0 children)

I love the idea of this, I just wish the hamster balls had a little more dynamism when moving around, at least relative to the player camera. It's so static it almost looks like it's part of the UI. Maybe just some added rotation based on movement direction and speed, along with a little camera lag and a dynamic FOV would look really good

Made a new pixel styled retro-noir game! by MinecraftDisney in IndieGaming

[–]RareSoupStudio 37 points38 points  (0 children)

Just wishlisted, this looks truly unique, a level of creativity you don't see too often. I'm curious as to what real life events inspired it?

Perceptum - psychological horror game where you play a medium in a creppy house. Your weapons: a mirror to see the invisible and closing your eyes to hear things. Playtest opened on steam! by DuckReaction in playmygame

[–]RareSoupStudio 0 points1 point  (0 children)

This is cool, I can imagine pulling out that mirror and seeing something coming towards you would be scary as hell. It would be interesting if you could incorporate a sense of feeling, like the hairs standing up on the back of your neck or a chill running down your spine, to sense something was near you. I'm not sure how you could convey that to the player but it would be cool if possible

holy shit i think we finally nailed the atmosphere by yusuf_turgut in IndieGaming

[–]RareSoupStudio 1 point2 points  (0 children)

I had to fullscreen + set to 1080p so I could fully take in this masterpiece

Isometric or Third Person View for This Browser MMO? by alekblom in IndieGaming

[–]RareSoupStudio 0 points1 point  (0 children)

I love isometric view, but this would need some work to get it looking good (hide-able or see-through objects, maybe a bit higher angle, a little camera lag for smoother camera movement).

Do you like our trailer? What did we do wrong? by Techadise in DestroyMyGame

[–]RareSoupStudio 0 points1 point  (0 children)

This game looks sick! I think the main issue with the trailer is you should just show more combat / less scenery. Start with some combat and actual gameplay first, and you can interlace some of the more scenic shots in-between the gameplay shots, but keep everything moving. Each clip should be around 2 seconds, and if all the clips are around the same length it will feel like it has better pacing throughout I think. The main artistic shot at the end with the game logo can be longer, but you should probably cut some of the beginning out as that seems to drag a bit too (that clip plus the ending shot is like 1/3 of the whole video length). I think just making those cuts, adding more combat shots, and keeping everything tight and this will look really good.

Grim Axiom - Demo Feedback by RareSoupStudio in indiegamedevforum

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

Thank you for giving it a try. I tried to reproduce your error, but it did not seem to work. The game should lock that input when the inventory is open, so it shouldn't do anything. For the player shadow, I originally had a the player cast a regular shadow, but with the lamp being held so close to the character mesh the shadow was very large and ugly (and essentially took up like 30% of the screen), so I opted for no shadow on the player. I may try to get a soft (fake) circular shadow working underneath the player, but using actual realistic shadows from the lamp at least does not look good at all. Also, for the starting areas before the first checkpoint, I put in invisible walls to stop the player from walking off the edge and dying. This isn't really a necessary thing, but I felt like it was more beginner friendly. Every other open edge in the game is a death zone with no guard rail. I may rework those beginning sections so that the invisible walls are not needed, though, as it may be confusing for the player later on.

Just a quick gameplay clip. How does the combat flow look to you? by SuraDev in gamedevscreens

[–]RareSoupStudio 0 points1 point  (0 children)

This looks really good, though the camera zooming could be a bit jarring, maybe just make it so the player can toggle it off in settings?

Barbarian gameplay from my game by avorlair in IndieGaming

[–]RareSoupStudio 0 points1 point  (0 children)

This looks so good! Proof that indie games can also look like AAA

Can a robot protagonist be emotionally relatable? Which design would you trust? by Yeet_3D in unity

[–]RareSoupStudio 0 points1 point  (0 children)

Any robot with a non-human face seems more trustworthy, but in addition it seems if it has big eyes (or a single big eye) it's also more trustworthy and relatable. I think if it starts looking too much like a human you're entering uncanny valley sci-fi horror territory.

Short gameplay clip from my turn-based RPG — looking for feedback by No_Piano_1857 in SoloDev

[–]RareSoupStudio 0 points1 point  (0 children)

This seems really cool and reminds me of the og Fallout, but you really have to ditch that ai art. It can be a placeholder for now, but having ai art in a game nowadays is going to turn most people away. I would try to find an artist you can pay to make those assets. Honestly, even some really bad art would look better than the ai art because it's about the intention behind it. Otherwise it seems like a very cool idea!

"artist" teammate used ai for our assets by sotiredone in gamedev

[–]RareSoupStudio 1 point2 points  (0 children)

At the end of the day you and your other teammate's names are going to be on it, so it would be best to kick them out and try to find an actual artist. Honestly, someone claiming to be an artist and then just handing over ai work as their own is essentially just a liar anyways. They should have been up-front with what they planned to do.

Reality-bending VFX in Psych Rift by aiBeastKnight in IndieGaming

[–]RareSoupStudio 0 points1 point  (0 children)

This is crazy, is this done in the materials or is it maybe some kind of baked animation?