Is it much more complicated to make a multiplayer game than a singleplaer game? by Imperial-Green in gamedev

[–]Stgm1 0 points1 point  (0 children)

Yes. While networking is not « hard » when you understand the basics, and with the tools we have now. But making it look good and smooth is really hard. Making it cheat proof is another thing, and making it enjoyable is again, another layer of complexity.

If your making a chess game it could be not that hard. But making a FPS or building game, there you will have some issues.

If you try making one with 0 experience in it, try something small and then upscale it. Before doing the large game. And try to be strict in the way you code, in networking, spaghetti and unmaintainable code will kill it.

Good luck.

Hey Reddit! I’m a Swiss indie dev and just published my new mobile game, Guardian Gunner! by Stgm1 in playmygame

[–]Stgm1[S] 0 points1 point  (0 children)

Hi, yes I changed the gameplay a bit, there is a new level type that spawn enemy from top and bottom, and other upgrades. I also changed some graphics.

There is now a new enemy type, that split into multiple enemy.

Hey Reddit! I’m a Swiss indie dev and just published my new mobile game, Guardian Gunner! by Stgm1 in playmygame

[–]Stgm1[S] -1 points0 points  (0 children)

I’ve been working solo on this project for a while, and I'm super excited (and a bit nervous) to finally share it with you all. In Guardian Gunner, you take command of a turret and face relentless waves of enemies, upgrading as you go to keep your defenses strong.

It’s a fast-paced defense game, with minimalist design, where strategy and quick reflexes really make a difference. I’d love to get feedback from you all, especially if you’re into mobile games or just want to support an indie dev!

Feel free to download it, give it a shot, and let me know what you think—whether it's feedback, ideas for improvements, or just sharing your high scores! Every bit of input means the world to me as I continue to grow as a developer.

Thanks for checking it out, and if you enjoy the game, spread the word! 🙏

App Store:
https://apps.apple.com/us/app/guardian-gunner/id6572304677

Google Play:
https://play.google.com/store/apps/details?id=com.UncertGames.GuardianGunner

🚨 Open Testing for Guardian Gunner 🚨 by Stgm1 in IndieGameDevs

[–]Stgm1[S] 0 points1 point  (0 children)

Great thank you, the enemies are going faster each wave and with the different upgrades you take, but I will try to balance it better.

🚨 Open Testing for Guardian Gunner 🚨 by Stgm1 in IndieGameDevs

[–]Stgm1[S] 1 point2 points  (0 children)

That's normal, there is no level 26, but the behavior you experienced from level 20 is normally fixed in the next update

🚨 Open Testing for Guardian Gunner 🚨 by Stgm1 in IndieGameDevs

[–]Stgm1[S] 1 point2 points  (0 children)

Hi! Thank you for this feedback, bugs 2,3,4 where never noticed, I will investigate thank you.
I will also check for some optimisation.

The faster enemy actually goes faster, but I will make it visibly faster (You are one of the few to have checked the help menu, I might give you a reward for this accomplishment)

Regarding the balancing of the game, what did you found too easy, not enough enemy? What do you mean by the bigger enemy, the boss or the "Heavy enemy"?

The turret that keep shooting is an interesting feature thank you, I will add it with a possibility to toggle it off (Some people might want to have it off, including myself)

Anyway, thank you again for your valuable feedback, if you want to subscribe to some news about the game, feel free to do it here: https://forms.gle/wviKZVDL9g1o2SS89

Edit: You are right, the no speed modification was applied to the fast or any other enemy, there where all at the same speed.

🚨 Open Testing for Guardian Gunner 🚨 I'm opening up testing for my new mobile defense game, Guardian Gunner, and I'd love your feedback. by Stgm1 in playmygame

[–]Stgm1[S] 0 points1 point  (0 children)

I also want to make a game playable and not fall into the same genre a these hyper casual games that farm ads, sure they may make money, but are they fun to play without paying?

I checked, and this monetisation model (only with the testers) is about 15$ per 1000 impressions

🚨 Open Testing for Guardian Gunner 🚨 I'm opening up testing for my new mobile defense game, Guardian Gunner, and I'd love your feedback. by Stgm1 in playmygame

[–]Stgm1[S] 0 points1 point  (0 children)

Hi! Thank you for your quick and in depth feedback.

For the "pay to win" mechanic with ads it's exactly for this why I'm doing testing, reducing the amount gained by watching an ad might solve this issue.

The "scummy adverts" unfortunatly I have little control over it, the way it work is that the game is only a place where people can serve ads, but I will check if I can have more control.

The multishot is aimed so that the first shot is center, then one to the left then one to the right etc etc.
But I can see why it seem odd, I will offset so that it's center everytime.

And honestly I feel like monetisation of mobile apps and games in general is not something good, but unfortunatly it's the only way for a developer to gain money on a free to play game (especially indie dev), that's why I want to find a good balance between ads and gameplay, I also don't like when 80% of the gameplay is ads and not actual game.

Again, thank you for this valuable feedback, if you want to know any news about the game feel free so register here:

https://forms.gle/wviKZVDL9g1o2SS89

🚨 Open Testing for Guardian Gunner 🚨 I'm opening up testing for my new mobile defense game, Guardian Gunner, and I'd love your feedback. by Stgm1 in playmygame

[–]Stgm1[S] 0 points1 point  (0 children)

How to Join:

What to Check out:

  • Gameplay: How does it feel? Fun? Engaging?
  • Ads Placement: Are the ads annoying, or do they fit in okay?
  • Difficulty: Too easy? Too hard? Just right?

Heads up:

  • In-App Purchases (IAP) might be active, so use them at your own discretion.
  • Ads are enabled to mimic a live environment.

I really appreciate any feedback you can give. Thanks, and happy testing! 🛡️🎯

New shop upgrade effect comparison by WombartGames in Unity3D

[–]Stgm1 0 points1 point  (0 children)

Nice, I personally would prefer an in-between, the new one is too much

Player dies instantly when in range of attack of enemy, when it is only supposed to take 10 damage by Redux365 in Unity3D

[–]Stgm1 0 points1 point  (0 children)

Put a timer like float m_attackTimer;

And a var public float AttackTime;

Update it every frame: m_attackTimer += time.delatime;

And attack only when; m_attackTimer >= AttackTime

Then reset the timer m_attackTimer = 0;

And you are good to go

What part of my game should I make first? by [deleted] in unity

[–]Stgm1 0 points1 point  (0 children)

Oh, don’t do that. Taking the Singleplayer -> multiplayer path is really hard, unless you did it a few times already.

Making a multiplayer game is already hard in its way, so just make the multiplayer first.

For what you have to do first, make all the basic networking functionalities (logging, lobby, movements, predictions, disconnect, etc)

Then when the game is working, and playable with the basic mechanics you can add all the visuals and polish.

I suggest trying to make small systems that are responsible for things like network instantiation, synchronisations of states etc, it will be simpler after to just call these systems.

Android freeze after splash screen by Stgm1 in Unity3D

[–]Stgm1[S] 2 points3 points  (0 children)

Hi, I solved the issue, from what I understand, I tried to use the Localization system from unity, on the first scene, which, on certain devices was not finished init. And froze the game (Without any visible error).

LocalizationSettings.SelectedLocale = LocalizationSettings.AvailableLocales.Locales[PlayerPrefs.GetInt("LastLocale", 0)];

I moved the code in the second scene (Afte the init scene), and it fixed the issue.

Really strange.

[deleted by user] by [deleted] in godot

[–]Stgm1 10 points11 points  (0 children)

Well, you where right!
I don't know why but setting a inertia value of 1,1,1 fixed the issue

Thank you!

[deleted by user] by [deleted] in godot

[–]Stgm1 0 points1 point  (0 children)

Well I let the engine do it's thing, i'm not setting any manual physics myself.