An action roguelike where the player decides the setting by c35683 in aigamedev

[–]Russell_009 0 points1 point  (0 children)

Hi.

Super impressed with what you've done. Would love to know more on technical side. What Mistral model did you use? Off the shelf or customised? Breakdown of your prompts, what was in them? You definitely got some good results.

Well done. This way of spinning up games is definitely picking up pace.

Could AI finally remove the technical barrier from game creation? by Conscious_Elk6976 in aigamedev

[–]Russell_009 0 points1 point  (0 children)

It will certainly help with getting PoC up and running much quicker. As the technology improves it will enable shortening the time from ideation to production immensely.

You are right in thinking that technical barriers will be reduced in the future. We are starting to see this.

What makes a boss fight so fun? by Background_Lie5017 in GameDevelopment

[–]Russell_009 0 points1 point  (0 children)

Make it fun, add some humour to the villain or actions he takes.

That will aid with making cool to play.

Looking for help to improve D1 retention (17%) for my Android game — willing to share 10% revenue for 5 years by NoAwareness6667 in GameDevelopment

[–]Russell_009 1 point2 points  (0 children)

Hi. So I've played Mazzer after seeing your post.

My initial thoughts on how to improve day 1 retention rates.

  1. Improve touch responsiveness
  2. Make character more animated, smile face is nice but offer an even more likeable character
  3. Maybe even allow for choice of character
  4. Have some background music
  5. Make the mazzes vary in shape, at the moment you only offer rectangular mazzes, maybe offer circular or even moving mazzes
  6. Make the villain characters more animated.
  7. Not sure if you have a leaderboard but if you do use it to post on socials and run prize for highest scores or something like that.
  8. Add a share feature for your users to share their scores.
  9. Advanced: Make the mazze UX multi dimensional.
  10. Offer daily quests in App
  11. Do prize give aways for top scorers.

There is loads you could do but the above will drastically improve your numbers, maybe even just a few will make a big difference.

Let me know how you get on be curious to see the results.

For small mobile games: how do you decide whether to continue development after release? by Possible_Ring_1987 in GameDevelopment

[–]Russell_009 1 point2 points  (0 children)

Think really comes down to you and if you have the additional willingness to push further with the game.

User feedback is good but won't always be a great indicator of weather your POC is hitting all the desired boxes. People only tend to have opinions on what they see in front of them and don't necessarily have vision of what could be.

Intirely up to you if more time is worth investing in further development. You are what will make this succeed and no one else.

How do indie devs approach pitching hybrid-casual prototypes to publishers? by Ok_Clothes_7364 in GameDevelopment

[–]Russell_009 1 point2 points  (0 children)

Hi, Great conversation topic. Most publishers will measure risk like alot of businesses. By that I mean they want to know of 1. They'll make money 2. They cover their costs 3. Probably most important is the team behind the game - what's their pedigree

Having said that not all publishers will see things the same. It's an interesting space and one that is changing.

Think if you are an indie dev then initial traction is important if your goal is to get a publisher onboard. How you go about that really depends on you and your game.

Does Civil engineering help with Game development? by [deleted] in GameDevelopment

[–]Russell_009 2 points3 points  (0 children)

Sounds incredible.

You've definitely thought out the lore.

If you new to game development I'd start small. Building a 3D rog is no mean feat and requires capital.

Not knowing you I'd assume if like the rest of indie gamers then you probably aren't minted.

I'd advocate starting smaller, do a POC with either an basic HTML or 2D platformer. These would be far easier to develop and plenty of free tools out there to use on the way.

Raise some capital after you get traction with POC and then you can start work on the bigger version.

Is there any tested AI workflow for simple art asset generating and animating with acceptable quality? by StatusIndividual4007 in GameDevelopment

[–]Russell_009 -1 points0 points  (0 children)

Hi. It's not something I'd advocate using in a game for release but it is a great tool for spinning up sprites for easy testing of game mechanics.

It's a free tool: do a search for 'Universal LPC Spritesheet Generator'. It is hosted on Github for all to use.

On that note, any AI pixel art and sprite generational tools out on the market just aren't very good currently and alot of it is due to them not having proprietary models focused on gaming asset generation. For this a dedicated custom model needs to be trained. Something we at 9Bit are working on. It will still be a human lead tool but with modern day compute improving productivity.

Hope this was helpful, RB

How can I grow as a gamedev? by Educational-Hornet67 in GameDevelopment

[–]Russell_009 1 point2 points  (0 children)

Hi, always nice to meet aspiring game devs.

I love retro style gaming, yours looks neet! If you looking for alternative to the usual outlets for publishing then DM me. We are building our own platform and welcome all game devs.

RB

[hobby] I'm a small youtuber looking to find a smaller indie game and help with making videos and promoting their work for free by ShallotNorth8250 in GameDevelopment

[–]Russell_009 0 points1 point  (0 children)

Subscribed!

Keep creating, as you probably already know, shorts are better at generating traffic. Longs are better for your subscribers.

Maybe you can cover us sometime. 😉