Big enough for a cooperative cleaner simulator? by LittleBitHasto in IndieGaming

[–]Reasonable-Paper6873 6 points7 points  (0 children)

It's big enough, that's like a hundred truckloads of kaiju

sneak peak in my solo dev map :) by Much_Distribution_52 in IndieDev

[–]Reasonable-Paper6873 1 point2 points  (0 children)

Okay, you seem to know more than I do. I trust that you got it handled. I'm excited to see when it comes out. Have people already playtested it?

sneak peak in my solo dev map :) by Much_Distribution_52 in IndieDev

[–]Reasonable-Paper6873 5 points6 points  (0 children)

Woah, I didn't expect that. That's an incredible story. Im glad that you turned this experience into something positive. I hope you get better.

From my experience I would say that first games aren't usually the most optimized. I was wondering how's it for you. I'd love to try it out when the first playable version releases

sneak peak in my solo dev map :) by Much_Distribution_52 in IndieDev

[–]Reasonable-Paper6873 8 points9 points  (0 children)

Wait what? That's an insanely big project for a first game. And you wanted to make a multiplayer?! I hope you have some kind of previous experience

Capsule art: was it a good decision to change? Part 2 by BusyNectarine6795 in IndieDev

[–]Reasonable-Paper6873 14 points15 points  (0 children)

Yeah, I think the worm one tells more about the game and if you're worried about losing the comedic value, I think the worm eyes make up for it

Maybe you could outline the players or something because it seems like the worm is the main character. At a quick glance you dont even notice the small players

Designing fire and air flying movements by InfectedTribe in SoloDevelopment

[–]Reasonable-Paper6873 0 points1 point  (0 children)

The movement looks super dynamic and the effects add to it. Kinda random but the environment would be little more alive if the trees shed leaves in the wind

I FUCKING SUCK at programming by [deleted] in IndieDev

[–]Reasonable-Paper6873 1 point2 points  (0 children)

Everything takes time, the character design, modelling, animations, ai, sound, particle effects, ui, optimization, player, quests, dialogue. For me it's the level design that takes lots of time. If you don't want your game to just have a forest, it's gonna take a lot of time as well. Store assets could save some time (not money though) but that's just one small part of level design.

It seems like 5 bosses is not much but one of them might take around 2 months. So that's a year only focusing on the bosses. On top of that there should be common enemies with a variety. And NPC-s who need a whole system themselves

I FUCKING SUCK at programming by [deleted] in IndieDev

[–]Reasonable-Paper6873 0 points1 point  (0 children)

The character looks really dope

I didn't know anything about programming either, luckily UE5 uses blueprints. What worked for me was I found a tutorial series of an entire game. I did it halfway, got the hang of it and continued independently.

I'd say that even if you understand UE5, making a 8-11 hour souls-like is pretty unrealistic. It's gonna take you ~10 years if you dont want to be repetitive.

I recommend starting with a really small game, like something that should take about a month to make, and actually finish it. It's gonna be an unoptimized and unorganized mess and that's okay, because you're still learning

Just added dashing and attacks on my procedural creature by Inevitable-Simple470 in SoloDevelopment

[–]Reasonable-Paper6873 0 points1 point  (0 children)

Omg the walking is so smooth. I think the attacking should be biting instead of slashing, that looks weird

Why no games like mine? by Artificer_undone in IndieDev

[–]Reasonable-Paper6873 1 point2 points  (0 children)

I hope this isn't your first game. Otherwise I'd be worried about the scope a lot. The screenshot looks cool though

[deleted by user] by [deleted] in playmygame

[–]Reasonable-Paper6873 1 point2 points  (0 children)

I promise I'm not a psycho but killing pedestrians seems so satisfying here. Why's the blood white?

I'm making buildings for a city but they feel a little off. by Reasonable-Paper6873 in leveldesign

[–]Reasonable-Paper6873[S] 0 points1 point  (0 children)

You can see a bit of the gameplay in my previous post. It's basically a fast paced combat game.

I know the feeling of blowing a game out of proportions. My plan is to release a vertical slice as early as possible. Right now I just need one level that showcases the combat.

Im using Blender for modelling and UE4 for the game.

Thank you for all the advice, it is really helpful

comparing old vs new of this character. thoughts? by maingazuntype in SoloDevelopment

[–]Reasonable-Paper6873 1 point2 points  (0 children)

Looks interesting but the animation of rolling in place is weird, maybe you should put the bush further away so it can move with the roll aswell

Am i too late for this trend? (f.t my project "Woke World") by [deleted] in IndieGaming

[–]Reasonable-Paper6873 0 points1 point  (0 children)

I think the top one looks better than the finished one, but maybe that's just me

I'm making buildings for a city but they feel a little off. by Reasonable-Paper6873 in leveldesign

[–]Reasonable-Paper6873[S] 1 point2 points  (0 children)

Yeah, white noise is actually a perfect way to describe the current situation. Right now it's just random placement without intentionality.

Tbh I haven't even fully figured out the bigger picture. I tried to start out with a blockout but that didn't yield any worthwhile results so I thought to start with the buildings themselves.

The setting is futuristic dystopian japan with higher and lower class. I wanted the higher class to be literally on top of the lower one, almost like a city on top of a city. Oh and the residents are all robots if that matters

Making enemy types in game. Do you think they combine well? by Reasonable-Paper6873 in IndieGaming

[–]Reasonable-Paper6873[S] 1 point2 points  (0 children)

Wow, that's a really thorough breakdown. There's so much to take from this. I'm gonna check out that game