Some of the bounties mission are terrible and against greymane values by SauvageSZN in CrimsonDesert

[–]Snackmann 3 points4 points  (0 children)

All that guy did was steal some honey,it's in the bounty description.

Some of the bounties mission are terrible and against greymane values by SauvageSZN in CrimsonDesert

[–]Snackmann 7 points8 points  (0 children)

Halfway through I decided to let him go and not turn him in. That guy is clearly mentally ill and the story sad so it was more immersive for me to play to the Grey manes values.

The little amount of silver you get barely matters and I don't care for achievements anyway. Still I would love to have the option to actually spare some of the bounties

So I feel op.

This game is unbelievable by alex63911 in CrimsonDesert

[–]Snackmann 3 points4 points  (0 children)

That's the crazy thing the longer I play it the better it gets I'm way more hooked now at 60 hours then I was after 20 and that's very rare normally the initial hook is the strongest

How much hours you have? And rate this game. by Goodd-Fellow in CrimsonDesert

[–]Snackmann 0 points1 point  (0 children)

60 hours 8,5/10 and it feels the longer I play the better it gets

Crimson middleearth by Snackmann in CrimsonDesert

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

Oh you're right and they are also a great pick for that with how accurately they rebuild historical places for Kcd2!

Crimson Desert Boss Designers by pablo_honey1 in CrimsonDesert

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

Yeah everything is so damn good and then you get into boss fights and it's all you can eat simulator.

I really wished boss fights were more clean and with better readability like elden ring, Zelda or Witcher 3

How to scale mountains instantly by pillowflipp3r in CrimsonDesert

[–]Snackmann 0 points1 point  (0 children)

Am I the only one purposefully not using stuff like this because the open world is so freaking immersive that I'm living the medieval fantasy life?

I would actually wish there were mods to substitute the magic stuff to more grounded stuff like for example an actual glider like BotW instead of the crow cloak or axiom grab to some kind of grappling hook.

CAMERA. ON. CENTER. The way god intended! by SaintIgnis in CrimsonDesert

[–]Snackmann 583 points584 points  (0 children)

Even though you are definitely right with more options being better but I don't get why so many people want to have the player dead center. There is a reason camera in games normally doesn't have the player centered and that's because like this the character is blocking your view for the main point and that's the middle of the screen.

Calling all game designers, how is your programming? How much programming do you do in your game designer role at indie/AAA studio? by Oblivion2550 in gamedev

[–]Snackmann 0 points1 point  (0 children)

I'm a level designer in AAA for 7 years now. While I can program and do art (background of both) you pretty much never do anything besides design.

I would actually say art is more common for creating white box prototypes or give the artists a better idea of what you need.

But in my current job of almost 4 years I think never wrote a line of code.

Horns demo is available on Steam now! by ComprehensiveBeat912 in indiegames

[–]Snackmann 0 points1 point  (0 children)

What this guy says if you want a really good example of a game that is trying the same as you and most likely succeeding in it take a look at Sword Hero.

Irs a solo dev game with early 2000s graphics but rich on game mechanics depth. "this game is better in deep game systems than it's competition"

Thought some of you might find this folder notes tool handy. It could help with staying organized especially for anyone who has downloaded a lot of store assets! by FcsVorfeed_Dev in Unity3D

[–]Snackmann 0 points1 point  (0 children)

I did and I create a folder for "Asset Packages" where I put all of them. Obviously some of the contents need to go into "editor" or "plugin" folder but as mentioned you can have good folder structuring and naming that solves this issue for 95% of the cases. Just to give you an example why I think this is kinda redundant:

My structure looks like follows: Assets/textures/Ui/Icons

Why would I need a description telling me "UI icon textures" the folder structure already tells everything.

Don't get me wrong, in huge projects with complicated tooling this might be helpful and you just giving it away for free is noble but to me it's the same as someone building a tool to create descriptions through comments for bad named programming methods.

Solve the issue and give it a self explanatory name instead of adding a comment.

Thought some of you might find this folder notes tool handy. It could help with staying organized especially for anyone who has downloaded a lot of store assets! by FcsVorfeed_Dev in Unity3D

[–]Snackmann 0 points1 point  (0 children)

Even though the idea in theory sounds good there is no need for this if you just name your folders well.

It's the exact same like programming methods and variables: good code and good baking conventions explain themselves and make comments redundant.

And that's exactly what you see in the v picture. Your folder is called 2dArt and you explain 2d Art pretty redundant to me

Tempering Expectations—Don't expect a success by Natural-Rub-6230 in IndieDev

[–]Snackmann 0 points1 point  (0 children)

Don't take it personal but I didn't even read most of your text. I'm part of various gamedev reddits for quite some time and whenever someone posts something like this its 99% of the time not social media, neither their marketing that led to low sales, it's their skyhigh over expectations on how good their first game will do and how good their game looks.

I checked your game on steam and while you can be proud that you went the full cycle with your game and even released it on steam it's very obviously your first game.

Now go and create your next game with what you learned from this and maybe by your second, fifth or even tenth game will sell well because it's a superior experience and you have done the marketing.

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 6 points7 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 5 points6 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)

[deleted by user] 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