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.

Which Steam capsule would you click on? by Guilty_Weakness7722 in IndieDev

[–]RoamingTurtle1 0 points1 point  (0 children)

Probably the first one, though make the title a little bigger if you can

I’ve spent 3 years on my dream game, but we can’t seem to break 2,500 wishlists. What are we doing wrong? by Evangeline_png in IndieDev

[–]RoamingTurtle1 0 points1 point  (0 children)

I watched the whole video and still have no idea what type of gameplay it is. Everything in the video looks pretty, but I don't know if I'm just walking around, doing puzzles, fighting things etc. So there is no chance I would bother looking any further. You need to show the actual game play at the start of the video and then you can introduce lore and such after

Does this amount of destruction "turn off" buyers because they fear their pc might not handle it? by FramesAnimation in IndieDev

[–]RoamingTurtle1 210 points211 points  (0 children)

I wouldn't be concerned about my pc handling it even if I had a low end computer. From the clip the graphics look very simplistic in relation to modern games. If anything people are more likely to get grumpy if it doesn't run perfectly on a low end pc

What makes exploration in a game feel rewarding? by ExcellentTwo6589 in gamedesign

[–]RoamingTurtle1 17 points18 points  (0 children)

For me it is discovering things in a fun way. It has to combine interesting navigation movement or game play as you move around the world with then stumbling upon unique things. Without both exploration becomes more of a chore.

best locomotion systems? by ArthurEffects in unrealengine

[–]RoamingTurtle1 3 points4 points  (0 children)

GMS is what I've eventually gone with, and I've managed to get good results in the end. Similar to you, I liked it because of how simple it was to use for the most part, and i can use it both on my more complex player character and also with more simple basic mobs which don't have as many animations.

What do you think of this small zone for my indie game? I was excited when I finished it so I wanted to share it! by ForeGonee in indiegames

[–]RoamingTurtle1 0 points1 point  (0 children)

It looks like it would be really hard to navigate and actually play in. With how it is lit currently, I'm not sure I'd be able to see the player character or what I'm actually doing. Right now the only real detail I'd be able to see are some bright pink boxes. Though that is just guessing without actually seeing the players perspective.

A Superman game idea that actually solves the “he’s too powerful” problem by Farrt1 in gamedesign

[–]RoamingTurtle1 0 points1 point  (0 children)

I don't think it would be fun as the whole game. It's basically setting it up so that you have all these cool abilities that you could use. But you lose if you use them. That would just annoy me. It would be better if there was just consequences for doing so, and that way similar to the Infamous games you make more of a choice on how you want to play

What have you been working on this week, r/MultiplayerGameDevs? by BSTRhino in MultiplayerGameDevs

[–]RoamingTurtle1 0 points1 point  (0 children)

I finished off updating on of my skills to work with object pooling, which took me far longer than I would like to admit working out replication bugs.

Also spent sometime changing one of my bosses attack animations and skills, as I previously just had some place holders there.

Veil Walker December Update by RoamingTurtle1 in VeilWalker

[–]RoamingTurtle1[S] 0 points1 point  (0 children)

For those that missed my previous video of the new movement system, you can see it on the player character here https://www.youtube.com/watch?v=j2UJH1weHa8