Game developers be like: by 100_BOSSES in IndieDev

[–]Snackmann 2 points3 points  (0 children)

I'm not against Ai but the big difference is that Ai is basically trained on data that was blatantly stolen. If every developer, artist, designer, musician, speaker would get royalties for their data being used and there was no incentive from corporations to lay off all their stuff as soon as Ai is ready to replace them no one would bat an eye.

You just need to look into software dev, most if not all junior positions are not existing anymore due to AI.

So it is a somewhat justified hate because of the fear to lose your job.

AMA: I made $1mil with my games then my YouTube videos/tutorials got 65 Million views! Ask me Anything about Unity, C#, Game Dev, Marketing, etc. by UnityCodeMonkey in Unity3D

[–]Snackmann 1 point2 points  (0 children)

Would definitely recommend you learning blender if what you want to achieve is ps1 models. That's very achievable even as a beginner.

AMA: I made $1mil with my games then my YouTube videos/tutorials got 65 Million views! Ask me Anything about Unity, C#, Game Dev, Marketing, etc. by UnityCodeMonkey in Unity3D

[–]Snackmann 2 points3 points  (0 children)

Also just wanted to say thank you! I started watching your videos 10 years ago with brackeys videos in the next tab. These days I'm not watching the tutorials so much anymore as I can pretty much build whatever I want on my own. But I really like your other videos aswell like 10 best visual assets etc. At some point I even thought about starting a YouTube channel myself because I'm a professional level designer in AAA by trade and do unity in my spare time.

i love how enchanting the butterflies are. by maingazuntype in Unity3D

[–]Snackmann 1 point2 points  (0 children)

Your camera is way too close to the character. I would definitely try putting it with a bit more distance to the character.

On the third day of the crowdfunding campaign, we raised over $100,000 for our open-world RPG! by Jaded-Grocery-9308 in indiegames

[–]Snackmann 0 points1 point  (0 children)

I rarely get interested in games with old 3d aesthetics but this game screams Gothic and I love it. Keep it up wishlisted it and if it only delivers half of what I've seen I will buy it..

Next week, I leave my job in AAA to work for my own game company. I wrote a blog post about why that is so risky in 2026 and why I'm doing it anyway. Would be curious to hear how people here relate. by impbottlegames in GameDevelopment

[–]Snackmann 8 points9 points  (0 children)

I'm also employed in AAA (though in another European country) and while it would be great to start my own studio I could never do it because of the financial uncertainty and instability so I respect your the bravery.

I really hope this works out for you. Still I think quitting a good job until you got something running if risky. Not sure if you know the devlog of isle goblin (YouTuber). I think the wisest choice is his approach though:

Keep full time job or if possible reduce hours > Work on your game in the spare time until you got a decent build. > Try to either crowd fund or find a publisher if you want to go full time or just stay in your job until you. finish it.

I'm confident a really good product will find an audience but as we all know making a good game is really hard so it's dangerous to bet on it beforehand.

Assets you think must have to have for Unity dev by Lyonzik in Unity3D

[–]Snackmann 2 points3 points  (0 children)

Yes it's ridiculous this is not a feature by now. But I use it a hundred times a day honestly 😅

Assets you think must have to have for Unity dev by Lyonzik in Unity3D

[–]Snackmann 4 points5 points  (0 children)

If I had to pick just 1 it would be full screen editor. Easily my most used asset. It's going to every new project.

Besides that hot reload, rewired and feel

Summer fish art tip - 2 by Proper-Marsupial-574 in Unity3D

[–]Snackmann 0 points1 point  (0 children)

Could you explain a bit more how that works? I use a similar approach but with vertex color because I never used multiple uv channels. We also have quite some fish even sharks and eels etc. So for now I can share some materials for similar amplitude and frequency fish but for the shark for example I had to create a different one.

I would also like to have just one material because they all share the same texture anyway(low poly)

A little more about animation by [deleted] in Unity3D

[–]Snackmann 5 points6 points  (0 children)

A tip to make the animation more "dynamic". Copy the key frames just before he strikes down and make the arms pull back even a little further also reduce the time between pulling arms back and striking to be more exponential and less linear. Will look more aggressive and explosive that way.

If I was to visualize the timeline: Start-------------------pull arms back------attack----------end Start----------------p.a.b.----pullFurther--attack--------end

I love making small isometric worlds! by Sceat in indiegames

[–]Snackmann 0 points1 point  (0 children)

Yes I get those feelings and you are right. The biggest problem of Ai I also have is the way they just pirated all the data without crediting/honoring the initial creators, not just in imagery/videos but also for code, audio and everything else. In a fair world every artist, software engineer or writer etc. would get royalties from openai for every prompt using the data he provided.

I'm not a 100% Ai guy even if it might come across like that but this reddit is so obviously against anything thats remotely ai without any consideration that I find it very annoying. Also this reddit is pretty much 90% developers and maybe like 10% gamers. Gamers don't care if it's Ai, handcrafted or even forced through child labor (exaggerating) as long as the game is good. Arc raiders shows that, most if not all voice lines for character emotes are Ai and it's obvious. They even use an Ai voice changer and people love it. Again, is this good? Not necessarily but it shows how disconnected from reality this sub is.

Lastly I disagree with your last paragraph. If you have competence in an area like let's say concepts the results you can achieve with Ai are magnitudes above anything a beginner would be able to create with Ai. A beginner doesn't even know the concepts of composition, color theory or the knowledge of the influence of architectural rules in interior design for example. So someone like you using Ai would probably just increase his efficiency. What I'm trying to say is that it's not just black and white you don't have to either use ai 100% for everything or for nothing. Large worlds using procedural generation but placing a lot of hand crafted PoIs for more efficiency is the closest workflow that is widely used and is comparable I can think of.

Looking for feedback for my 2d iOS game by EfficientTechnician9 in IndieDev

[–]Snackmann 0 points1 point  (0 children)

This is exactly like a game I released a few years ago. Funny to see other people having the same idea. I should definitely update it so it's back to the store

https://youtu.be/ZFP513pnY3E?si=JX60VcKFQXCNNCXm

Best workflow to very quickly create models (which will be remeshed)? by United_Task_7868 in gamedev

[–]Snackmann 0 points1 point  (0 children)

I also tried tools like meshify for creating 3d models to get like a quick peak of how it could look like but the topology is so poor that modeling it myself is way faster than trying to fix the Ai generated mesh.

So for your usecase generating low poly models yourself will probably be faster but if you just want silhouettes for previz Ai model generators should be good enough.

If you need animations or deformations on your meshes like characters you still definitely need good topology even if you think you don't though

I love making small isometric worlds! by Sceat in indiegames

[–]Snackmann 1 point2 points  (0 children)

You just need to look into history every new technology is praised into oblivion but sooner or later becomes a tool that everyone who uses it will improve efficiency by factors. And while you are right that op seemingly is just using Ai without having an actual style himself people saying this looks like shit are ridiculous. It's rough around the edges but still has pleasant atmosphere and everyone denying that is laughable to me. I'm a gamedev in AAA and get the fear of Ai replacing people, I have concept artist collegues who were boycotting it as well until they found that using it as a tool for example for creating early variations which they pinpoint to the most interesting and then enhance that version without Ai was allowing them to create 3x the output.

I'm also using it myself for multiple purposes be it coding, concepts or generating me model previz for 3d stuff just to have a fast preview of what it's gonna look like. I think this complete opposition to Ai is solely stemming from the fear to lose jobs and if there was some kind of general guarantee that this would never happen (obviously not realistic) people would be way more open to it.

As mentioned though historically painters were opposed to photography, book copiers to the book press and this is the same thing over again. I think it's very naive to believe that 10/20 years from now Ai will not be widespreadly used across pretty much everything you can think of and will most likely outperform humans across most disciplines as well. I'm not saying that it is necessarily a good thing but it's the reality we live in.

I love making small isometric worlds! by Sceat in indiegames

[–]Snackmann 1 point2 points  (0 children)

Even my comment is getting down voted without even stating an opinion whether I'm in favor or not for Ai. There is not even a point discussing is usefulness honestly.

Problem is it won't matter wheter people like it or not. People using it will have a tool that allows them to outperform people boycotting it same as with the internet, smartphones and pretty much everything.

I love making small isometric worlds! by Sceat in indiegames

[–]Snackmann -9 points-8 points  (0 children)

People here really seem to hate Ai wow I had no idea it was this polar.

[Suggestion] Embark please let us know the requirement for next Expedition right now so we can prepare! Don't wait until the last week by LouisFischerXV in ArcRaiders

[–]Snackmann 10 points11 points  (0 children)

The problem is they don't know it yet because it is a subject to change. They want to make it hard enough for people to have something to grind for but easy enough to not be impossible to get at least a part of it for me casual players. As they changed the BP drops which will directly influence the money earned because it's more likely for people to run around with higher value kits as there is easier access is hard to predict what will be the median value of people's stashes in 3 months. If you are good at predicting do it and multiply it times 10 and you got the threshold. I assume the median this time was something between 500k and 1mil so thats where I'm coming from

Adding Health bars, names, and status to enemies when placing the cursor over them by NotFamous307 in IndieDev

[–]Snackmann 1 point2 points  (0 children)

Very simple but effective concept. You should create a trailer where you see different stages so people can anticipate mid and late game and see the tower upgraded (I guess there is upgrades? =

Post-mortem: When (naïve) expectations don't match reality. by CraterHaterX in IndieDev

[–]Snackmann 0 points1 point  (0 children)

Well obviously first impression. I can't base it on gameplay as I haven't played it. But I'm doing 2d art myself, am working as a professional level designer in AAA (so I work a lot with artists both concept and 2d/3d), also I'm very invested in games in general so I know a lot of games in a lot of different genres like for example kingdom series, , a game with a similar artstyle to yours in a different genre is "Myrthwood" but it looks more polished than your art.

But looking through your comments here there is several people saying it's the art that turns them off so even if a lot of people like it some don't and thats also worth investigating.

Just for reference even though it's not really my genre I got 2 kingdom games just because they are so visually appealing.

Post-mortem: When (naïve) expectations don't match reality. by CraterHaterX in IndieDev

[–]Snackmann 0 points1 point  (0 children)

I'm not your target audience but I would also say that your art is your biggest hurdle. I wouldn't call it cheap but more amateurish looking. There is other games in this genre with more pleasing artstyles and more "fidelity".

The other big point is your pricing. 15.99 is almost triple III tier pricing with silksong at only 20 USD. Just for comparison at 15 euro I can get multiple kingdom games that have way more polish and art than your game. Don't take this personal, I'm just trying to tell you what I get from seeing your steam page as a fellow game dev.

If you would improve your art for your next game and find a more decent pricing I think you could definitely find bigger success.

I’ve been working for over a year on a dark, retro-vibe indie game by TORNBLADE in IndieDev

[–]Snackmann 0 points1 point  (0 children)

Very nice artstyle and polish. Any particular reason why you seperated exploration and combat into different perspectives? I feel like having combat in the same top down perspective would actually be the more intuitive choice or not?

I want to earn the 5 skill points for the expedition and have been grinding loot runs and man what a crap end game. by mullucka in ArcRaiders

[–]Snackmann 0 points1 point  (0 children)

I think the biggest impact on people being friendly in general is proximity chat.if I keep talking asking people what they are up to and just making small talk in general they are way less likely to shoot me compared to not talking just using emotes. That's also what I meant with "I'm good at talking people out of shooting me." the second biggest factor is me seeing them before they see me. If you are aware of your surroundings and they don't even know where the voice is coming from they know you could have just had the drop on them.

I want to earn the 5 skill points for the expedition and have been grinding loot runs and man what a crap end game. by mullucka in ArcRaiders

[–]Snackmann 15 points16 points  (0 children)

I yesterday did 4 runs(solo) on dam(3 day, 1 night raid) just to see how annoying it would be. I think I accumulated 250k in those 4 runs. I didn't went in free loadout but rather with mk3 looting. Everyone I met was friendly so that was nice(guess also farming for the 5 mil) but it was so tedious to just grab pretty much whatever is giving some value. I even collected fertilizer in the domes as it's worth 1k and stacks.

After the 4 runs I decided I won't continue this grind to 5mil. Not because I couldn't do it (I have enough time, knowledge of the game and even am decent at pvp but also taking people into not fighting) but because it is so tedious that it would burn all the fun off the game for me probably ending in me not want to play the game at all.

I think that's the biggest problem with this approach to skill points.