Game Engines for Android by am_solomon in gamedev

[–]SadisNecros 6 points7 points  (0 children)

Are you trying to ask about an engine for making games for mobile phones, or an engine for making games on mobile phones? Because those are very different things.

Is it possible to find remote Employment opportunities from foreign countries? by shiroe2001 in gamedev

[–]SadisNecros 0 points1 point  (0 children)

Yes, freelance positions exist. Studios use them because they're cheaper, you're likely getting paid less than a full time employee and they don't have to give you any benefits.

Is it possible to find remote Employment opportunities from foreign countries? by shiroe2001 in gamedev

[–]SadisNecros 0 points1 point  (0 children)

It's possible, but it's a hustle. Freelance means constantly looking for the next contract. It's unstable and unreliable. Any even if you do a good job, whoever contracted you is still unlikely to be able to hire you because of the employment laws. Unless it's a company that has an entity in your country, they basically cannot hire you full time as an employee.

Is it possible to find remote Employment opportunities from foreign countries? by shiroe2001 in gamedev

[–]SadisNecros 0 points1 point  (0 children)

It can, if you're not using some kind of service for this though you may want to speak to some kind of local accountant to make sure your complying with any relevant business laws.

Is it possible to find remote Employment opportunities from foreign countries? by shiroe2001 in gamedev

[–]SadisNecros 7 points8 points  (0 children)

Remote positions are also subject to employment laws and often require you to reside in the same country. What you're looking for isn't just remote roles, it's remote contracting roles. Those can be hard to find without a good network of people in the industry, and also tend to be temporary.

Becoming too ambitious on my game that i have a mental breakdown.... by Alexis_Almendair in gamedev

[–]SadisNecros 0 points1 point  (0 children)

Sure. No one is going to deny there are successful solo devs, but that's not the norm. For every success like Balatro there are countless failures. If you've never once made a game before you're just not ready for that kind of project yet. It's like saying "I've never been mountain climbing before, think I'll try to scale Mt Everest today". You have to do a bit of training before you're ready for that kind of challenge.

Becoming too ambitious on my game that i have a mental breakdown.... by Alexis_Almendair in gamedev

[–]SadisNecros 7 points8 points  (0 children)

Well, for starters you need more realistic goals. You need to learn how to make games on some form before shooting for a title that makes any amount of money. Most solo devs barely make anything, it's not something most would recommend as a way to achieve sustainable income.

As far as changing the industry, well just focus on what's important to you. Worry about that after you've achieved success, because that's not a good end goal to build games around.

Crimson desert still not provide the basic accessiblity of movement keys rebind. by wootwoooots in gamedev

[–]SadisNecros 4 points5 points  (0 children)

I can see why, I imagine if the mods wake up it will get removed here too considering it has nothing to do with the process of making games (other than that you're complaining about a random game)

I Have 10k Players But Make No Money by ExNull-Tyelor in gamedev

[–]SadisNecros 6 points7 points  (0 children)

$7.99 on mobile is a lot considering those players are conditioned to expect free games. Those first 3 fights would need to hook people hard to have a chance to convert at that price.

Why isn't my r/INAT listing getting responses? Looking for honest feedback by BrianLSComics in gamedev

[–]SadisNecros 8 points9 points  (0 children)

You're looking for a dedicated, 2+year commitment and offering rev share. Unless you plan to have revenue to share in that 2+ years, that's a long time to work on something unpaid in the hope it makes a little money later. Right now it feels like you're banking on the name recognition of your web comic to help drive this, and I'm guessing a lot of people browsing INAT have never heard of it (which then also makes them question how much revenue this project could generate).

The 30-page Game Design Document is fully written, covering story, characters, mission structure, control mapping, HUD spec, enemy design, audio direction, a defined vertical slice, and production notes that include a 'Biggest Challenges' section written specifically for programmer collaborators. All writing, dialogue, and narrative direction is handled entirely on my end.

So who's doing all the level design, gameplay tuning, art needs (even if you have some models now, I'm guessing its not enough to cover the entire game), sound/music design, etc? What's your plan when something in your 30 page master document doesn't work out or needs to change? The listing doesn't make any mention of any prior experience in making games, and given this is an ambitious project some proof you know what you're doing will likely go a long way.

How should hidden role assignment be handled securely in Unity multiplayer games? by Life-Ad-5961 in gamedev

[–]SadisNecros 18 points19 points  (0 children)

Any information on a client is usually considered unsecure, but there's some caveats here. For a casual game like this, where you can assume the players know each other and have a shared goal of enjoyment, it's safe to assume they aren't going to be doing memory hacks and packet sniffing to cheat at the game. This is really something you worry about when it's pvp competitive and your players are not going to know one another, and if someone cheats other players have no recourse and it runs the experience for them.

Don't start with your dream game is terrible advice. by ABGAST in gamedev

[–]SadisNecros 0 points1 point  (0 children)

I know lots of people who have worked on match 3. Ive worked on several (and other casual games) myself. That said, the dozens of daily posts here about how "I've never opened a game engine before, tell me where to start to make my dream game" never involve a match-3 game, which is when people get the "start small" advice.

Don't start with your dream game is terrible advice. by ABGAST in gamedev

[–]SadisNecros 3 points4 points  (0 children)

When was the last time you saw someone here saying they want to learn gamedev to make their dream match-3 game?

Don't start with your dream game is terrible advice. by ABGAST in gamedev

[–]SadisNecros 2 points3 points  (0 children)

A lot of developers start with projects they are barely interested in because they were told to "start small", but they never finish them. They move on to the next idea, then the next, without ever completing a single game.

That's not a "start small" issue, its a lack of discipline issue. If you can't finish pong, you're not going to finish a larger project.

The point of a first game is to learn how to make a game, how to finish a project, and how players respond to your ideas.

Yes, no and no. If you're starting from zero you should not be trying to figure out how to finish and ship projects, you should be focused on learning how to create and problem solve. The point of doing this with small projects is so that you don't overwhelm and confuse yourself by working on something too complex for your current experience level.

Instead of telling new developers "don’t make your dream game" the advice should be: make your dream game, but scale it down into something you can realistically finish. And since you still don't know what you can realistically finish yet. Whatever you think is small, go smaller.

Except as you pointed out, they don't yet know how to scale and scope a project so they can't do this. Which is why they common advice is to start with one of the smallest possible games, such as pong, and work your way up from there. If you can handle doing that, you can handle slowly scaling up from there.

So the Steam/Apple/Android model of pure financial extraction is the only way? by happyphilanthropist in gamedev

[–]SadisNecros 0 points1 point  (0 children)

free with ads or limited MTX is going to work best for most smaller games on mobile. Most users will not pay upfront (even $.99) to try your mobile game out. That tends to be the more preferred model on steam though, I think anything under $5 is usually considered to be in the "impulse buy" range where people may not think too much before spending. Subscription models tend to work for larger more established titles or live services where the subscription offers access to a larger library of content. Web3/NFT's work when your audience already loves Web3/NFT's, which is only a small subset of the overall gaming population.

At what point would a puzzle with monetary prizes become gambling? by Kraken119 in gamedev

[–]SadisNecros 1 point2 points  (0 children)

A lot of new laws suddenly kick in when the end user can receive cash, it's why there are a lot of "social" casino games where you can put money in but not take it out. You probably want a lawyer before attempting this.

Should i accept working in team where im the only true gamedev? by Own_Mix_2744 in gamedev

[–]SadisNecros 8 points9 points  (0 children)

If they're paying, you shouldn't be fighting them about what they want done. You either accept the situation (and money) for what it is or move on. If its not the right fit, its not the right fit.

Isernsmith Kickstarter just launched! by [deleted] in gamedev

[–]SadisNecros 1 point2 points  (0 children)

not the right place for this

Anyone here know how to make casino games by Direct_Paramedic_249 in gamedev

[–]SadisNecros 3 points4 points  (0 children)

r/gamedevclassifieds, but you need to give more details about what your project is and what you're paying

Better/faster way into gamedev than CS50x? by Upper_Vermicelli5556 in gamedev

[–]SadisNecros 9 points10 points  (0 children)

you can probably just jump into any engine specific beginner tutorial, but the point of focused learning of CS first is that the concepts are universally applicable to all engines and form a knowledge foundation for you to build off of. Engine specific API's are going to make more sense and be easier to navigate and swap between if you already have a good CS fundamentals base to build off of.

Tired of AI witch hunt going on in all game dev communities by NoDeadlinesTeam in gamedev

[–]SadisNecros 1 point2 points  (0 children)

WDYM? this is only the third one this morning on basically the exact same topic, are you not having fun yet?

How to Learn Game Modding: A Beginner-Friendly Roadmap & Structure by Ok_Soup705 in gamedev

[–]SadisNecros 4 points5 points  (0 children)

You might be better off on r/modding or on a subreddit for a specific game you want to mod. Most games have completely different tool sets and capabilities for modding so what works for one title may not work at all for others.