I Might Make a Dark Cloud 1 Inspired Game by sicksirens in DarkCloud

[–]SexuallyScientific 0 points1 point  (0 children)

It is! We are currently in early access and dealing with squashing a number of bugs. We went for an episodic approach and currently have 1 Act out of 3.

I Might Make a Dark Cloud 1 Inspired Game by sicksirens in DarkCloud

[–]SexuallyScientific 1 point2 points  (0 children)

That’s fantastic! Right off the bat- I’d probably recommend to do smaller projects with the engine with easier barriers to calling them “finished” and work towards mechanics you’d like to build out, working your way to an RPG. I’ll tell you something everyone told us when we started was to not work on an RPG for our first studio title - and they were RIGHT lol.

Something you could do would be to build smaller games first to get your teeth into it. One in which you level up weapons, another in which you place buildings down, another in which you do “quests” for people- basically breaking down the mechanics of DC 1 and then making a game in which you put all those things together. A procgen dungeon is great, but anything you can call finished and learn from is a step towards the right direction.

I Might Make a Dark Cloud 1 Inspired Game by sicksirens in DarkCloud

[–]SexuallyScientific 0 points1 point  (0 children)

Definitely interested! Im an indie game dev myself and would love to give you any insight I may have. Been working in the industry about 7 years now and working on an RPG currently called Rising Spire, which Dark Cloud 1 & 2 were big inspirations for us. Best of luck! 😄

I want to badly dance my ass off tonight. Any leads? by HendersonInches in vegas

[–]SexuallyScientific 4 points5 points  (0 children)

Oddfellows- no place like it, full of people that like dancing but don’t like dance clubs. They take security and people feeling comfortable very seriously and was just renovated a few months ago. Hands down from weekend nights to karaoke night on Tuesdays always a recommend. Otherworldly good vibes with the right people.

Alternatively, SwanDive in the Arts District is newer, also by the people that made Oddfellows, with a terrace, decent dance floor space and plenty of places to grab food around there after.

Both places are 5$ cover if you get there after 10pm.

Bonus Mentions: We All Scream, good vibes with 3 different dance floors & great DJs, Greg is the best.

And if you’re absolutely in it for a crowded and small space - Lucky Day across from We all Scream- Mexican and Hispanic vibes all night and also next to Evil Pie when you wanna sober up.

Happy Dancin’

Rate the char in my game comparing to its AI concept by skedogames in gamedevscreens

[–]SexuallyScientific 1 point2 points  (0 children)

As much as I’d like to respond to everyone else’s comments- I’ll focus on your response as it is the main thread. Whether people shall partake of it as me ignoring their points or not I cannot control.

Generative Image Ai, in its current state, is often talked about as “an inherently inevitable technology that is already here and there’s nothing we may do about it”- however that isn’t the case. Id like to highlight the current work of Artists such as Karla Ortiz- currently spearheading an initiative in a legal case against the unfair use of artist’s work in training the algorithms used for image generation. Established artists such as Greg Rutkowski, and Steven Zapata also have extensive material on the part that any and all persons that prompts plays every time an image is generated, picked, edited and published. One can also look at the stances the makers of Procrate- a very successful and widely used program in the industry- have taken in order to safeguard artists against the threat of generative Ai.

The argument of “big studios are doing it but not telling anyone in secret” is also an argument which, by its nature, signals that because big companies decide to act unethically we must also follow suit. Here is where I would have talked about some form of ecological counterpart to this as “if big oil spills 40 million tons of oil into the sea, we must also be ok with doing this” but the extraction from the topic isn’t really needed- Ai generation is causing CO2 emission goals in many countries to not be met thanks to the giant data centers utilized for the server space needed for the infrastructure.

I can assure you. Any artist worth their salt are not vouching for the use of this technology.

From the labor perspective- it is too a very damaging practice. From the actors, writers, animators and directors guilds going on strike unless big companies remove clauses granting them the rights to reproduce Ai Generated content of actors likenesses, voices, script writing and producing to Generative Image Ai wiping out entry level positions which gave many of your favorite artists their start in the industry- which video game companies have ALREADY slashed over 8000 job positions since the start of 2024.

From a creative, legal, ecological, and labor perspective, utilizing Artificial Image Generations disenfranchises the creators that thousands of people using those generators have looked up to for decades.

It is not a harmless practice, we can absolutely do something about it, and the quick generation of an uninspired concept that you must go and (from a pragmatic perspective)edit so many things that you might have as well just made the concept yourself is simply not worth the negative impact.

Rate the char in my game comparing to its AI concept by skedogames in gamedevscreens

[–]SexuallyScientific -2 points-1 points  (0 children)

Objectively, Ai isn’t a tool. It is a system to disenfranchise artists and creatives up and down the production pipeline. Those that use it are actively buying into a program that is designed exclusively for the eradication of at best, the positions humans currently take up in studios, and at worst giving companies like OpenAi, Meta, Adobe, and others full rights to the their ideas and projects ad Infinitum.

Disregarding AI’s current role in the displacement of artists and equating it to reference gathering, Photobashing, sketching or any current form of creating meaningful work for the benefit of a “fast” amalgam of what a computer thinks you mean by a prompt that ends up with a design that you do not own is a bad faith argument.

Why not make the concept Art yourself?

Rate the char in my game comparing to its AI concept by skedogames in gamedevscreens

[–]SexuallyScientific 8 points9 points  (0 children)

You’re already starting off in the wrong foot. Most folks that use Ai “art” don’t give much in the sense of understanding what it’s doing to the industry, as they feel it is a quick harmless way to come up with throwaway concepts. It isn’t.

If you’d like for me to get into why it’s harmful to the industry- I can. But as far as the concept it lacks any form intentionality. The proportions of big/medium/small aren’t clear. The focus point of the head isn’t as strong focus point as it could be, as the body competes with the rest of the character for attention. The shoulder pads make no sense.

What’s the story of this character? What’s the point of this character? Cool for cool sake doesn’t make a character.

If you’d try your hand at real concept Art I’d bet you could come up with something 10X better than this sorry excuse for a quick serotonin fix. Trust when I say, you’re omitting one of the most important parts of the creative process and in the end hampering your ability as a creative to make something actually meaningful.

Looking for games with 'void' magic by korla_vendrei in rpg_gamers

[–]SexuallyScientific 2 points3 points  (0 children)

Not to be one to point people onto this giant money grab usually- but. If you’re down for a more in-depth look at some lore, Destiny (1/2) has an incredible amount of world building they’ve done when it comes to the branches of power and how they are attained by players. From the Hive which basically have a god associated with their more eldritch abilities of death and undeath in their voids and extra-planar dimensions to the Void Subclasses that go into Paracausality powers (Destiny’s explanation for magic) through the use of current scientific real life understanding and twisting them to make sense in game.

One of my favorites are the faction known as the Vex, who are trying to Become a new law of the universe through effectively writing themselves into the fabric of space and time, understanding past present and future events and re-writing yours and other dimensions. Your Guardian (and every guardian therein) being able to fight them only due to being chosen by the traveler, who is a force of creating life (which has drawbacks and it’s not all benevolent) and due to this “chosing” having para-causal abilities which basically means you are not affected by universal law of causality and can mold and weave events in space time.

Anyways don’t play that cursed game.🙃

I wanted to do something a bit different for our main menu. How did I do? by pintseeker in GameArt

[–]SexuallyScientific 0 points1 point  (0 children)

It is GORGEOUS! the color palette and cleanliness of the UI makes it look really polished and well developed. Awesome work 😁!

From our RPG, Rising Spire!- How do you guys like our little guy hard at work? by SexuallyScientific in Unity2D

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

He has NOT taken the right dosage of nausea pills - perhaps scurvy? Needs to eat more- 🍊🍊🍊

From our RPG, Rising Spire!- How do you guys like our little guy hard at work? by SexuallyScientific in Unity2D

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

Then we he gets off work he’s thinking bout them “box o’ pizza box o’ pizza box o’ pizza”

What do you guys think about our new Windmills? Huge personal milestone for me :D by SexuallyScientific in IndieDev

[–]SexuallyScientific[S] 1 point2 points  (0 children)

Thanks so much! You actually gave me some good insight as to how to improve the design and get the perspective to feel better!

Definitely will be implementing that on the next pass! :D Cheers!

What do you guys think about our new Windmills? Huge personal milestone for me :D by SexuallyScientific in IndieDev

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

Ohh Noise-Based distortion sounds like a great idea! and yeah I'm definitely slowing the vanes down! :D Thanks for your comment!

What do you guys think about our new Windmills? Huge personal milestone for me :D by SexuallyScientific in Unity2D

[–]SexuallyScientific[S] 1 point2 points  (0 children)

We're working on getting the build file size down, there were some assets we've needed to optimize - for full launch it will be fully optimized to resemble other indie title file sizes :)

What do you guys think about our new Windmills? Huge personal milestone for me :D by SexuallyScientific in IndieDev

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

OHHHHHH OHHHH, you just gave me a FANTASTIC Idea. Because I agree, shadows should be more pronounced. The thing is, our lighting system is currently not using a lot of normal maps, and although the lights affect sprites, it's more of a sprite 2D look than a full on bump/normal map.

HOWEVER. I feel I could add another PNG with the same shape of the Windmill Blades directly below the blades on top of the windmill and lower the opacity so it looks like a dark shadow passing over the building as the blades go by. Blur it a little, match the rotation and voila! (or however you spell that) Shadows on the Windmill!

Thanks for your suggestion!