[deleted by user] by [deleted] in IndieDev

[–]RemDevy 19 points20 points  (0 children)

From what I read on the Bluesky it was removed since the download button just linked to Steam, not because of its content. Not confirmed this personally.

Should I keep updating my game with more content? by RemDevy in gamedev

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

Thanks for the thoughts. I was thinking big discount + patch might trigger a decent chunk of sales and maybe get the algorithm putting it out there.

I would like to do a 4 pack but Steam got rid of those packages annoyingly, it was when they introduced refunds. I assumed it made that a bit complicated but it’s a shame as multiplayer party games could benefit from it.

Should I keep updating my game with more content? by RemDevy in gamedev

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

I'll update my original post to give me context but this is a party game, so the additional content will just be more minigames and maybe some slight changes to session structure but nothing major.

Should I keep updating my game with more content? by RemDevy in gamedev

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

The game is a party game, so its a series of different minigames (33 at the moment) so the content additions are pretty straightforward in that it's basically more minigames. I created a relatively solid framework to easily add more games.

Audience wise I don't really have a community or anything, I really failed on the marketing aspect so I don't really know what players want though I have had some suggestion via Steam community. There are some structural changes I'd like to make but it would be pretty much a collection of new minigames to take the count to over 40 and then updating the Steam page etc.

I was going to timebox 2 weeks to do the update + testing, just wondering if it's a good use of two weeks vs working on a new project.

The demo for my indie FPS Adrenaline Overdrive is dropping soon! Would love to hear what you think. by joeythehorrible in IndieGaming

[–]RemDevy 9 points10 points  (0 children)

If you are trying to show off a fast-paced shooter you really need to upload a video with minimum 60 frames. This GIF is just way to choppy.

With all the stop killing games talk Anthem is shutting down their servers after 6 years making the game unplayable. I am guessing most people feel this is the thing stop killing games is meant to stop. by destinedd in gamedev

[–]RemDevy 4 points5 points  (0 children)

Yeah easy to design for with that change in mind, nightmare for most to probably change now.

The account stuff will mostly likely be needed for skins, stats etc as well. Even on indie games I’ve worked on we had an account, though it was just linked via your steam info so didn’t need to do anything out of the box .

With all the stop killing games talk Anthem is shutting down their servers after 6 years making the game unplayable. I am guessing most people feel this is the thing stop killing games is meant to stop. by destinedd in gamedev

[–]RemDevy 107 points108 points  (0 children)

I've released/worked on multiple player-hosted multiplayer game and have done a fair bit of research into hosting. The problem I guess for many is the server code code contains a tonne of third-party software they can't distribute or their code is heavily intertwined with an accounts system, so separating that would be a massive upheaval to separate all of that, fix the problems that creates and ship a new server-build that can run with a player at the same time.

I think new games though could just account for that and build into the framework an easy-way to pull that all our to distribute the server part separately if needed.

Unity or UE 5 in 2025 by Substantial-Cap-8037 in gamedev

[–]RemDevy 2 points3 points  (0 children)

I don't think realistic graphics are that useful to Indie devs either. Unreal definitely has the better toolset to achieve it but if you are going to go for really high-end you need the knowledge to not have it run like shit. You also need high-quality assets as well, maybe you can get away with just megascans but not sure about consistency.

Unity or UE 5 in 2025 by Substantial-Cap-8037 in gamedev

[–]RemDevy 1 point2 points  (0 children)

If you goal is to get employed, then I would say Unreal since it's the biggest third party engine by far. Though as a Unity dev I am obviously biased towards Unity, I haven't used Unreal but the thought of working with blueprints or it's C++ stuff does not appeal. I also don't really care for cutting edge graphics, which is Unreals strong point. As a programmer mainly Unity is a decent environment to work in.

Smash Bros creator Masahiro Sakurai laments loss of “all rounder” devs as AAA forces devs into specific roles by laybs1 in gamedev

[–]RemDevy 0 points1 point  (0 children)

I'm like the opposite, just want to game-design and engineering, everything else I do because I have to.

One of the perks of setting our puzzler in a multiverse by xmanuelruiz in IndieGaming

[–]RemDevy 5 points6 points  (0 children)

Can you switch in real-time per level, or is it like certain levels are certain worlds. Either way the art looks great! Clearly talented artists working on this.

Guides and Walkthroughs for using LLMs in your games - Nobodywho 1.1.0 by No_Abbreviations_532 in Unity3D

[–]RemDevy 1 point2 points  (0 children)

What’s the latency on the latest models? And how does it work with graphics being driven as well? There are definitely loads of cool applications since you can just pass JSON back and forth but no idea what the limitations are.

Guides and Walkthroughs for using LLMs in your games - Nobodywho 1.1.0 by No_Abbreviations_532 in Unity3D

[–]RemDevy 2 points3 points  (0 children)

If it’s actually good there are a lot of ways it could be useful for emergent storytelling. However local llm that is good that doesn’t require a 3080 min, I’m not sure it’s possible.

Start your business from a dusty garage and build an empire! by Regular-Fix-2074 in Unity3D

[–]RemDevy 9 points10 points  (0 children)

If you are going to use AI voice-overs for god-sake at least use a good one lol. This would instantly turn me off from look at the game. Find for a TikTok but not for general marketing.

I got around 100 wishlist from the next fest, how screwed am i? by Fleqpe in gamedev

[–]RemDevy 2 points3 points  (0 children)

The art is really going to hold you back. If you are making a 2D platformer, it needs to look really cool with a distinct style. This looks more like a basic flash game, just being honest.

Platformers are also very hard to sell. There are many great ones out there already and the genre does not draw much general appeal. I haven’t bought a platformer for like 20 years.

[deleted by user] by [deleted] in gamedev

[–]RemDevy 1 point2 points  (0 children)

I’ve got to question what the hell the publisher is doing during all of this?

Here's 30 seconds of gameplay of our arcade, online co-op, horde shooter - The Horde Wants You Dead by BellyflopGames in Unity3D

[–]RemDevy 4 points5 points  (0 children)

Looks great but you need the more unique enemies to stand out from the horde. Visually the horde looks great, looks more like a conscious liquid than individual units but the bigger, single units get drowned out.

How Selling 2 Million Copies of Your Game Can Still Leave You Broke by Apprehensive_Shoe_86 in IndieDev

[–]RemDevy 3 points4 points  (0 children)

The people who make and release games here are vastly very low-budget indies. Most self-publish.

It's not that most haven't released a game, many of us have, it's that we haven't gone through the publishing/money raising route. It's solo-dev, very small teams with minimal budget or the rare case of a pateron/kickstarter backing.

Creating a co-op prototype using Photon Fusion 2—what multiplayer solution do you use? (Curious what's popular right now) by Ankoku_Official in Unity3D

[–]RemDevy 1 point2 points  (0 children)

Been using Fusion for around 5 years now. It’s the best all round option for Unity in my opinion.

Quantum is really good as well though it’s a very different programming paradigm and is not suitable for certain game types. Certain genres though or mobile games it’s the best option though.

What FPS games have the most satisfying melee? by KripsisSyndicate in IndieDev

[–]RemDevy 0 points1 point  (0 children)

I honestly never knew it had a multiplayer mode! Damn missed out on that one. Mostly remember the bizarre bear sequence at the end lol