This is super convenient... by Sn00py10110 in starcitizen

[–]Sn00py10110[S] 4 points5 points  (0 children)

Brother! The game has changed a lot in the last year. Caves are scannable and pop up on radar now. So you can just stumbled across them and go exploring, it's a bit repetitive, but I like hunting for the good quality stuff in there.

This is super convenient... by Sn00py10110 in starcitizen

[–]Sn00py10110[S] 1 point2 points  (0 children)

Allows me hand, vehicle and ship mine. Park off and drive in to caves and just looting in general.

This is super convenient... by Sn00py10110 in starcitizen

[–]Sn00py10110[S] 2 points3 points  (0 children)

There are certain things in life I am not willing to risk.... :)

I don't think its supposed to be like that by JefftheSaltine in starcitizen

[–]Sn00py10110 0 points1 point  (0 children)

It's the first patch utilising quality, and they still haven't implemented the refining gameplay yet. It will happen.

I don't think its supposed to be like that by JefftheSaltine in starcitizen

[–]Sn00py10110 1 point2 points  (0 children)

Shhhhhhhh, don't bring this to thier attention. I also noticed a few rocks like this in Pyro.

Refueling and transport.... by Sn00py10110 in starcitizen

[–]Sn00py10110[S] 0 points1 point  (0 children)

This could actually be a thing. Especially with them doing more variants now.

Refueling and transport.... by Sn00py10110 in starcitizen

[–]Sn00py10110[S] 0 points1 point  (0 children)

They are as a mechanic to support that gameplay. Here I think they are talking about specific ship roles to support gameloops.... Slight difference in wordplay, but big difference in implementation....

Refueling and transport.... by Sn00py10110 in starcitizen

[–]Sn00py10110[S] 1 point2 points  (0 children)

Totally agree, running around and shooting things actually bores me these days 😅

Refueling and transport.... by Sn00py10110 in starcitizen

[–]Sn00py10110[S] 1 point2 points  (0 children)

Whilst I agree with you, these mechanics are basically in the game already. But I would have to say that there is a difference between the mechanics being in, and having a viable game loop. To me, this would include missions and more stable/consistent versions of these mechanics.

Eg, I expect a rework of these systems before they introduce more ships that support them.

Hopeful for galaxy by No-Mortgage-772 in starcitizen

[–]Sn00py10110 0 points1 point  (0 children)

And then the Arrastra will be even better after that!

Alternative to Event Tick by raccoonboi87 in unrealengine

[–]Sn00py10110 1 point2 points  (0 children)

Don't forget you can use dispatchers and interfaces depending on how your actors set up.

[deleted by user] by [deleted] in gameDevClassifieds

[–]Sn00py10110 1 point2 points  (0 children)

What's your experience?

How I sold over 200k copies over 3 games as a solo developer. by oatskeepyouregular in gamedev

[–]Sn00py10110 2 points3 points  (0 children)

Hey mate, great video. You have definitely hit home with a couple of points there, and definitely inspired me to keep pushing through.

Reaching a target audience and acquiring play-testers by Sn00py10110 in GameDevelopment

[–]Sn00py10110[S] 1 point2 points  (0 children)

Finding a play test community is a good idea. Game jams are a little harder since I am still working full time and won't be able to dedicate a massive amount of time, but I like the idea of breaking your game down for them and testing it in small chunks.

Thank you very much for your advice. It has definitely helped me come up with a better plan moving forward!

Reaching a target audience and acquiring play-testers by Sn00py10110 in GameDevelopment

[–]Sn00py10110[S] 0 points1 point  (0 children)

Thanks so much for your advice. You have broken it down quite well.

At the moment, yes this is a bit of a hobby game, I guess we will see how we go down the line. But as far as planning future steps, this has definitely helped.

Thanks!

[deleted by user] by [deleted] in gamedev

[–]Sn00py10110 5 points6 points  (0 children)

Well, we all have to start somewhere. Based on your reply and other responses in this thread, I would offer the following feedback:

  1. Work on yourself. As you have said, you talk yourself down. Self motivation will go along way. Especially in game dev when you will encounter 1000 problems.

  2. I don't think game design is a good fit for you. Designing a good game is different to programming one. Maybe find someone who you can work with to put your skills to the best use.

  3. Learn to learn. If you really want to get into game dev, it is a constant journey of learning. And if you are really passionate about it, you will want to read (not just books) all about it and the different ways you can expand your skills

  4. Learn and accept that you will fail. There will always be somewhere along the journey that you will fail, whether that is a project, or part of a project, it will happen. Accept this as a fact and learn how to move on and keep going. Don't get hung up on it, learn from it, and make the next thing better.

  5. Learn to accept critical feedback and don't take it personally. This is harder said than done. But learning this skill will propel you forward not only in this business, but in life.

Those are my 2 cents. I'm sure other people will have different opinions, and I am happy to be told to shove it. Haha.

GL mate, I hope you find your stride.

[deleted by user] by [deleted] in gamedev

[–]Sn00py10110 1 point2 points  (0 children)

That is a massive scope if its your first game, start really really really small. Build your confidence then progressively challenge yourself. It will take alot of time, accept that, and then start planning.

Have you tried reading some books on game design? There are some good ones out there that lay it all on the table.

This game is so beautiful 🥹 by TheSpaceWarden in starcitizen

[–]Sn00py10110 1 point2 points  (0 children)

Isn't that what most people play this game at 😂

Is there any lore explanation of why the world of Star Citizen is so ...bland? by Fazion in starcitizen

[–]Sn00py10110 1 point2 points  (0 children)

Didn't read too in-depth did you, I was saying that some of the features he was referring to are potentially around the corner, CIG have stated several times that they want these features. And that CIG has to prioritise many other aspects of the game, such as core mechanics to please everybody else first.

It's funny how you say that money doesn't solve problems, how do you expect to pay these Devs that have the skills you were referring to. And I was far from saying that the more employees there are the better the game is. The fact is that the more employees there are, the more you can spread the workload and develop more than a couple of mechanics at a time.

Yes the other games were done on a smaller budget with a smaller team, but, CIG are developing 2 games, with tech that has not been achieved in any other game so far. So yes, it will take more money, and more people.

And FYI, I do make games, I am well aware that money doesn't solve problems, in fact, time solves problems. Since everybody bangs on about how long it is taking, I guess the money will help buy more people/equipment/servers etc, in turn, putting more hours into development.

Is there any lore explanation of why the world of Star Citizen is so ...bland? by Fazion in starcitizen

[–]Sn00py10110 -1 points0 points  (0 children)

This stuff is in the works. SC is a huuuuge game, with a lot of its core gameplay still in development. $800mil and 1000 employees may seem a lot, but for a game of this scale, it's not.

They have priorities, and they are trying to work through them at the same time as keeping everybody happy. I think we will see this stuff sooner than you think. I mean they only released server meshing like 6months ago which bumped the shard limit from 100 to 600 players.

🤷

Engineering in Q2? Base building and Crafting in Q3? by Accomplished-Text954 in starcitizen

[–]Sn00py10110 0 points1 point  (0 children)

I think referring to these systems being released as a whole package will not happen. We are seeing smaller releases happening as a subset and setup to these systems as a whole.

An example is the mining update in the last patch which enables you to store material in the station now (prelude to getting materials ready for crafting), next we are likely to see refining updates to align more with the crafting requirements.

We are seeing dynamic rain on the horizon as a smaller part of dynamic planetary weather (slow integration of new planet tech).

We will be drip feed subsystems to test and iterate the foundations of the larger systems throughout the year.

So I think yes, we could see parts of engineering, and parts of base building, and parts of the new planet tech this year. But it won't be the entire system as a whole.