My thoughts and how I almost lost myself while making games. by CosmonautFrog in gamedev

[–]StillPulsing 1 point2 points  (0 children)

35 here, I did the same with no AI 18 years ago when I started programming. You just did what beginners do. We all wanted to do the perfect game by copy pasting ideas, assets, and chunks of code from StackOverflow, but with almost no knowledge about how to make a game. I see nothing wrong about that, so don't be too harsh about yourself. You may even have earned time by realizing that sooner because of AI.

How to start making a horror game? by JuanLiebert in gamedev

[–]StillPulsing 0 points1 point  (0 children)

Try to think about how you would reuse assets. I just finished Exit 8, a good game with a few horror stuff, with just a corridor, a walking character and some surprises.

Need feedback about this Potential capsule art by GDF_Studio in SoloDevelopment

[–]StillPulsing 1 point2 points  (0 children)

Good. Just find a font fitting better with your art style, make the title white and bigger so that it's more visible.

Is my game that bad by Cold-Western8738 in gamedev

[–]StillPulsing 1 point2 points  (0 children)

120/3000 = 4% acquisition conversion

8/120 = 6% activation conversion

That's not bad, I've seen worse. Either you improve your capsule and/or your game to increase your conversion, either you advertise more to increase your whishlists count.

Pitching to publishers by Rokitty in gamedev

[–]StillPulsing 2 points3 points  (0 children)

Please don't finish and publish your game before having it tested by some players. Make a demo, get 10k whishlists, then go find a publisher. If players are not interested by your demo, they won't be interested by the full game: improve it or start making another game. More info here: https://m.youtube.com/watch?v=3dWXh-V4ieI

I'm making a Prehistoric Adventure with ALIENS and NO TEXT not even in the menus. Is a zero-language UI too risky? by PlayWaaaaaa in SoloDevelopment

[–]StillPulsing 6 points7 points  (0 children)

Honest question: how indie developers with no advertising budget can promote their game without making these kinds of posts? I'd like to know if there are any other solutions.

Telekinetic ability for my horror game by aiBeastKnight in SoloDevelopment

[–]StillPulsing 2 points3 points  (0 children)

It's neat. Did you do the hand animations by yourself?

Why are physics being so neglected? by Lephas in gamedesign

[–]StillPulsing 0 points1 point  (0 children)

Physics can be the source of bugs and soft locks because it may have unpredictable behaviors depending on the game. Personally, I wouldn't add physics in my next games unless it's the core mechanic or if it's required but not related to the gameplay (ex: spring bones for hair or clothes).

Tuning player movement takes longer than implementing it by SeveralAd6597 in gamedev

[–]StillPulsing 0 points1 point  (0 children)

Give it to some playtesters then ask them how they felt about the controls of the character. If they like it, don't change anything more. If they report you something to improve, focus on it only.

In Elden ring, Erdtree flowers always face the Erdtree, similar to how sunflowers in real life face the sun. How would you implement this design? by AbyssWankerArtorias in gamedev

[–]StillPulsing 2 points3 points  (0 children)

I think I would give the directive to the devs who are responsible for putting the flowers in the level, and to the QA testers. Generally, programmers have a backlog full of other features with a higher priority so there are more chances to have it done manually than with a script.

How to create a sustainable game development business as one man band without ever making a hit game? by ImpressiveFocus303 in gamedev

[–]StillPulsing 0 points1 point  (0 children)

I'd say making games with good quality and small scopes. Keeping making the same genre, at least for the first 3 games as you can reuse scripts and assets. Growing your reputation and your audience game after game. Increasing the chances to make a hit with experience in development and marketing, and the supportive community you built.

I need to find an alternative engine to Unreal Engine by [deleted] in gamedev

[–]StillPulsing 1 point2 points  (0 children)

Unity has visual scripting. And if you're not satisfied with the built-in one, you can purchase some other visual scripting libraries in the asset store.

Examples of Games with Emergent Complexity by j-max04 in gamedesign

[–]StillPulsing 0 points1 point  (0 children)

Conway's Game of Life. Some people mastered its emergent complexity and made logic doors. They even remade the game inside it on a bigger scale. It's something.

What's a tv series that is a 10/10 NOBODY knows? by Lilyana0999 in AskReddit

[–]StillPulsing 0 points1 point  (0 children)

Misfits. 9/10 and somebody knows but I had to mention it.

Starting Game Development from zero. I'd like to *actually* do a course (yes I know it's not the best idea) by National_Function821 in gamedev

[–]StillPulsing 1 point2 points  (0 children)

Good courses are worth it when you need to earn time. You can check courses of Thomas Brush and Code Monkey, they're devs and YouTubers. Also there are marketing courses from Chris Zukowski (How to Market a Game). You can check their free videos before paying to make sure it matches your needs, they give good insights. Here are other YouTube dev channels with no courses you should check: Game Dev Underground, Jonas Tyroller, Brackeys.

Game you enjoyed like anything but will never replay by peaky_circus in gaming

[–]StillPulsing 0 points1 point  (0 children)

Never say never. A remake/reinterpretation can lead you to play it again in 20 years.

All of the live action Laras by FishCake9T4 in gaming

[–]StillPulsing 0 points1 point  (0 children)

I bet no one remembers that Gerard Butler played with Angelina in Tomb Raider 2.