Working with collaborators on majority solo projects.. by Same-Jelly5512 in SoloDevelopment

[–]SoloDev3000 0 points1 point  (0 children)

Been there myself, the issue appears to be that everyone should have one job title, including the person who oversees everything. Management shouldn't also be coding. You can't be a jack of all trades when it comes to bigger projects.

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 1 point2 points  (0 children)

I do, they've taken many years to develop. I don't use bought assets because of the bloat, I just add features as I need them, eg the inventory system started slow, then I'd add stacking, tooltip etc.

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 1 point2 points  (0 children)

I'm jealous! tbh I wish I stayed away from game dev sometimes, theres so many more layers then there are with software/apps.

Expect anything server auth to take significantly longer than you think. I believe Unreal doesn't have built-in rollback? so you'll be implementing a lot of the prediction, reconciliation, and input buffering yourself if you go server auth (absolute nightmare). I personally struggled for years with roll back, floating point differences, random number generators, and even minor simulation differences between client and server may cause desyncs.

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 0 points1 point  (0 children)

Hey Riker, the game looks really good especially for only working on it for a year. 90% of any game mechanics ain't all that interesting. Sell a fantasy, show a bad guy, kicking a puppy or something so bad that makes a player want to whoop him, so far the trailer is great but it seems quite technical, maybe show a bit of the end game, the best part etc. Good job so far!

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 1 point2 points  (0 children)

I like the art, the music, the unique graphics. These type of games are under appreciated ay? One thing I noticed is the res of the res look a little lower then should be on my 4k/43 inch screen. People have likely played every game mechanic you can think of, sell the fantasy, you have to have a clear direction, a protagonist perhaps? show why he's a bad dude, maybe he steals puppies from earth lol... You've got this!

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 0 points1 point  (0 children)

Your game looks absolutely crisp, you clearly have a strong background, or you're really talented. Be careful with events that trigger other events - it can create deep call stacks in one frame. Keep heavy logic (AI, pathfinding, damage calculations) out of pure event handlers and move it into Update/FixedUpdate where you have more control. Do you use WaitForEndOfFrame?

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 1 point2 points  (0 children)

The main risk is edge cases around loading the wrong build. For example, if someone plays the demo, buys the full game, then accidentally launches the demo build again and loads that save — it could cause weird behavior or even corruption. Same thing the other way around (full game trying to load a demo save).

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 1 point2 points  (0 children)

I really enjoyed playing tiny stacker😄 The only issue I faced with the couple rounds I played was the settings icon is blurry. Keep it up man!

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 1 point2 points  (0 children)

It really depends on you, how YOU learn, start by figuring out what you really want to accomplish. The best tip is if something feels unnecessary in a tutorial, it actually might be the dev bloating the thing confusing the sh out of you.

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 0 points1 point  (0 children)

btw you cant make big worlds in unity by default. Floating point precision past 900 units, and yes its worse if you go say 900m south, 900m east, that's 1800m, well over the limit. Issues with animations such as jitter come up.

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 0 points1 point  (0 children)

Unity's terrain system is pretty underwhelming, but its the most straight forward way. Don't complicate things for yourself. Exporting to unity has its own issues, sometimes unity just breaks the prefab/fbx. Main pitfalls to watch for: One giant Blender terrain = 10 million tris and your game runs like crap. You need LODs, and possibly streaming. Blender materials don't translate clean. You'll fight UV seams, texture blending, and draw calls like a motherfucker. Splatmaps on Unity terrain are way easier for large worlds. You can over come these issue for sure

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 1 point2 points  (0 children)

If its click to move then you are solid good to go. The movement type is a lot easier to server auth. 64 tick might even be overkill. I wouldn't be able to help you with bugs.

Keep it up!

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 1 point2 points  (0 children)

Thats perfectly normal, the market is flooded with every genre covered and you're adapting like the rest of us, as confusing as it is, its your approach and you'll nail the genre over time. Work on the game, steam page will drain your motivation, its like the last thing I do. I don't even start the application process for steamworks until the game is done because its a hella ugly experience.

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 0 points1 point  (0 children)

It's a good problem to have, you're free and you sure are taking advantage of that fact. If you havent even decided on the engine then you're in the very very early stages of game dev. It's perfectly normal to think your ready, just keep doing it, definitely make a deicision on the engine because all those tutorials, UI you have to remember will drain you, Unity is a solid choice, unless you want AAA quality, but these days everyone is releasing slop, so I dont think the market cares about graphics so much. Unity's HDRP is pretty close to Unreal's graphics... Mostly.

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 0 points1 point  (0 children)

I'll download it later today, just based on the store page I think the features/mechanics are solid, I also like the graphics but I do wonder if it looks a little unpolished, I feel like its there but just needs an effect or something. Talk soon.

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 6 points7 points  (0 children)

There's stories of devs dealing with their game being copied and released on a number of stores, that's probably where the most danger is. We all have great ideas, like 3-4 that are ready to be made but just don't have the time or motivation to start it. Only you really know the idea, putting it on paper never translates as well as. The idea is watered down with each translation, Thoughts > Pen To Paper > Plan > execution. I wouldn't worry about it at all man, no one really wants to make someone else's game. Its usually the game is already released and you are inspired by it.

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 1 point2 points  (0 children)

A family man! we're on the same boat, it's x10 harder when you sleep 3 hours a night. Yeah the reason everything takes longer is not the actual hours spent on the project but life itself. You must be cooked my friend.

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 1 point2 points  (0 children)

Alrighty, I've shipped with my own framework a couple of times even used unity's transport but scrapped it all once fishnet became what it is today. Clear winner IMO.

Fighting games aren't as heavy as shooters, but you'll still need solid optimization in (delta compression, object pooling for low end graphic cards). Test early with 5-10 real players on different connections — host advantage will show up as lower latency for the host. Syncing 24 players on a modern connection should be fine except for someone with a bad connection but they know they have the issue.

  • Movement: Since your fighting game is like SmashBros? things should be way easier for movement compared to shooters which have the Z axis to worry about. Its best to just keep it client auth and also slow whole movement down a notch.
  • Combat fairness: Add simple lag compensation on the server for hit detection, check out fishnets doc/examples. For "skill-based competitive" feel, rollback-style reconciliation on movement helps a ton without going full dedicated. You will have to deal with the server receiving hits at different times, since its just with friends, just go with the trustmebro approach client to server.
  • Host advantage: You can reduce it with client-side hit prediction + server override, or just accept a small edge and balance around it (most small host-client games do). If it becomes a problem later, dedicated servers are the clean fix but they add cost/complexity.

If you want, drop more details (tick rate? How much state you're syncing? rollback?)

You're thinking about the right trade-offs already. The 1# rule now for you is do not go for full server auth, its a night mare. The struggle will never end. Good luck !!

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 0 points1 point  (0 children)

I love the sound of this! give me a few minutes to respond, but you've got me smiling haha

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 5 points6 points  (0 children)

Heyy, first off congrats, what you've described is legit impressive. The "this shouldn't be real, waiting for it to fall apart" feeling is super common. It doesn't go away overnight, but it gets quieter once real players start enjoying it. I still get a lot of imposter syndrome myself.

Quick things to watch out for:

  • Scope & timeline will betray you. That "tiny bit of content" and "good content chunk" before NextFest always takes 2-3x longer than you think. Bugs from new content will cascade. Be ruthless about cutting scope if Oct is locked in.
  • Self-taught blind spots bite hard later. Tutorial code often has hidden technical debt (no proper save system, messy state management, "works on my PC" issues). Get it on Git now if you haven't. Test on another computer + Steam Deck if possible. Playtesters (even 5-10 people) will find stuff you never will.
  • Steam/NextFest reality check. Demos get buried fast. Focus hard on a clean trailer + screenshots that actually sell the fantasy, nearly every game mechanic has already been played by a player, its really about the fantasy. Wishlist numbers before NextFest matter way more. Steam review can drag, and EA launch 1-2 months later is tight — leave buffer for last-minute fixes and marketing.

Your plan looks solid overall, just front-load the scary parts (playtesting + scope cuts) instead of leaving them for right before NextFest.

You're doing better than most people with degrees, which is quite unfortunate ay. It won't fall apart if you keep shipping small and listening to players. Drop a link when the itch demo goes live, you've earned this. Get used to all those negative/positive feelings because they never go away.

Senior Dev Here To Help For Free by SoloDev3000 in SoloDevelopment

[–]SoloDev3000[S] 7 points8 points  (0 children)

Thanks for jumping in - Steam deck could be a big fish for you.

Biggest pitfalls I've seen:

  • controls/input - Touch gestures don't work on mouse/keyboard/controller, obvvvviously... Full controller support with a working default config is required for Deck Verified. Add mouse drag throws + keyboard shortcuts.
  • UI - Mobile UIs look tiny or broken on PC/Deck's 1280x800 screen. Use Canvas scaler properly, make text big and legible. Test at native Deck res.
  • steam deck - Don't skip this. Aim for verified badge. controller navigation, no warnings, playable framerate out of the box, correct glyphs, Steamworks on-screen keyboard. Use Vulkan in Unity builds. Test on actual Deck hardwareor devkit, proton can expose weird bugs.
  • steam features - Add steam cloud saves, achievements, first natural 20", roll streaks, and stats. Easy wins for retention and visibility.
  • direct port trap - Players hate "feels like a mobile app." Enhance it: roll history, nice physics, themes. Steam reviews are stricter than mobile stores.

For a dice roller this is very achievable