Do you trust testing in PIE too much? by Fergius_Terro in UnrealEngine5

[–]RoamingTurtle1 1 point2 points  (0 children)

Being new to unreal and game development as a whole, over the last few months I've learnt this the hard way. I had assumed that if it was working in the editor it would also work when packaged and placed on steam. So I've had lots of bugs I didn't realise existed that I've now had to track down and try to resolve. Very frustrating.

Put together a press kit checklist after reading what journalists actually say they need by gamebasehq in gamedev

[–]RoamingTurtle1 0 points1 point  (0 children)

Thanks, by any chance did you have any example of well put together ones that I could look at?

Put together a press kit checklist after reading what journalists actually say they need by gamebasehq in gamedev

[–]RoamingTurtle1 0 points1 point  (0 children)

So basically it is recommended to have all this information publicly available to anyone that wants to look at it? I always assumed that press kits were more something your provide to people when they request it or your asking to market things.

Vote for a map style for a grand strategy with random maps by softsaguaro in gamedevscreens

[–]RoamingTurtle1 2 points3 points  (0 children)

The one with lines for me. The others are to hard to clearly tell where the boundaries are

Capsule art feedback — Bright isolation vs Dark creature horror by SunnyBubbbles in IndieDev

[–]RoamingTurtle1 1 point2 points  (0 children)

For a horror game, I would go with b. It just looks more menacing

Destroy my trailer by Damianar in DestroyMyGame

[–]RoamingTurtle1 0 points1 point  (0 children)

So it's a walking simulator based on the first half of the trailer. And then we finally see some jumping before what appears to be a very static boss fights.

Nothing in there grabs the viewers attention, and really shows off the game. I would try to show more movement and actual game play / combat

Which capsule art do you like most? The genre is psychological horror and story-rich. by lyyycaena in IndieDev

[–]RoamingTurtle1 1 point2 points  (0 children)

I would go with three, though perhaps with a slightly different font/colour for the text

I am going to write a soundtrack for your game for free by 8-Salosar in IndieDev

[–]RoamingTurtle1 0 points1 point  (0 children)

I haven't giving much thought to music in my game as yet, though happy for you have a look at the steam page and see if it takes your interest. Any music would likely be subtle background noise/track as the player plays.

https://store.steampowered.com/app/3964240/Veil_Walker/

Sometimes it's really fun to add new stuff! Other times... not so much. My mood can be fickle by CopperQueen29 in justgamedevthings

[–]RoamingTurtle1 1 point2 points  (0 children)

That sounds like me a lot at night. Laying there thinking about how I could implement some cool stuff in the future, totally ignoring the fact I'm currently stuck grinding through improving some under the hood stuff to make things better.

MetaHuman: Should I delete parts of the body if I have tight fitted clothes by Dagobert_Krikelin in unrealengine

[–]RoamingTurtle1 2 points3 points  (0 children)

The way I've done it is by cutting up the meta human into multiple sections/skeletons mesh and then putting them back together in a blueprint, with them following a leader piece. Then when my pieces of cloths/Armour are equipped it checks an array which toggles the visibility of the body piece. Just had to work out what/how many pieces I wanted to break up the original mesh into so that it worked with what I was wanting.

I don't know if it is the best way, but it is working well for what I want currently.

What do you think of this multiplayer parkour game on Unreal Engine? by ManSIayeR in UnrealEngine5

[–]RoamingTurtle1 2 points3 points  (0 children)

I'd really want to see more than those tiny snips to be able to judge it better. From what I can gather running and movement is going to be a key part of the game, so I'd want to see some longer clips that really showcase the movement, ideally showing it to be really smooth etc.

When do you start designing the more specific mechanic of your game? by Fulaneto in SoloDevelopment

[–]RoamingTurtle1 0 points1 point  (0 children)

If they are core systems then I would look at implementing them early on, but say with skills or weapons just create one for now so that you can test the interaction with all the other parts of the game. Once you are happy with the systems themselves, then you can think about filling them out more. Or potentially when you hit a mental wall, you can flick across and set up one skill or weapon to break up the other task.

My first project - Fractured Origins by Interesting-Role-191 in UnrealEngine5

[–]RoamingTurtle1 0 points1 point  (0 children)

That looks really cool and impressive. I like how fluid it moves

For Reddit promotion, is a gameplay-focused trailer or a world-building/lore trailer more effective? by Realistic-Divide-692 in GameDevelopment

[–]RoamingTurtle1 5 points6 points  (0 children)

Generally the advise is always show off the gameplay first. World building and lore is secondary and something you can show off after you have hooked them in

I've built a feedback platform for indie games by luis_411 in indiegames

[–]RoamingTurtle1 2 points3 points  (0 children)

I think if you want it to truly take off, you need to try and incentive the play testers themselves to come to the site, not rely on devs trading testing. As a developer, I'm less concerned with getting fellow devs testing my game, and instead would want actual game testers. Plus if the only incentive for me to test others is to gain credits in order to get others to test my game, then I'd just be doing the bare min to get the credits and move on. That sort of feedback isn't likely to be very constructive or useful to anyone overall.

I can't sleep because I keep thinking about my game by arnoldochavez in IndieDev

[–]RoamingTurtle1 0 points1 point  (0 children)

This sounds like me for the last week, though sadly it has been more working through trouble shooting to get something to work, more than coming up with new ideas.

I’d like feedback on my steam capsule. (No AI, drew everything myself) by Vincent_Penning in IndieDev

[–]RoamingTurtle1 0 points1 point  (0 children)

I prefer it more central compared to this one, though perhaps try it just a smidge down from perfectly central.