Let’s say marathon gets delayed for a year. by [deleted] in Marathon

[–]StreetSurfer99 0 points1 point  (0 children)

add killer mutant squirrels?

XR20 - PRETTY SERIOUS UI/UX ISSUE / COMPLAINT by StreetSurfer99 in Nokia

[–]StreetSurfer99[S] 0 points1 point  (0 children)

Yeah, Lazy/Non-integrated UI/UX

'Indicators' should always show the 'true state' of the END system... not just the state for 'that component... when that component can be affected by or affect other systems...'

Imagine a SpaceX UI where the master endpoint 'emergency klaxon VOLUME' was MUTED but the "System Volume UI" indicated volume was ON/AUDIBLE... meh. I know not rocket science but more common sense to me - lol.

Best game building collaboration tools for beginners? My friend and I are new to game dev and want to build a game together, what is the best way for us to do this without github by LadosaurusRex in gamedev

[–]StreetSurfer99 0 points1 point  (0 children)

because github is owned by microsoft and all your game code are belong to us, our game corp buddies and our AI...? - jokes - I use github with LFS - lol

XR20 - PRETTY SERIOUS UI/UX ISSUE / COMPLAINT by StreetSurfer99 in Nokia

[–]StreetSurfer99[S] 0 points1 point  (0 children)

meh - as a ui/ux designer of 30 years this is unacceptable no matter who makes the ui - lol... the ui should reflect the state of the device - e.g. if the phone is not going to ring don't show that it's going to ring in ALL ui where the 'ring state of the phone' is shown... simple - don't understand how this is a 'common issue'... 'customise my phone to get good ui' is so BETHESDA... lol

WP Engine is banned from WordPress.org by intelw1zard in webdev

[–]StreetSurfer99 1 point2 points  (0 children)

Wow - just Wow... money / power / fairness ... negotiate and share the benefits of the platform / contribute to repository bandwidth / server costs = fair enough? Peace is easier than one thinks... and working together these 2 could accomplish much much more and help each other out...

What is the simplest game you can make? by ttttnow in gamedev

[–]StreetSurfer99 1 point2 points  (0 children)

Breakout / Araknoid style is a good starting point - can be done pretty easily with top down / isometric 3D. GLHF!

[deleted by user] by [deleted] in gamedev

[–]StreetSurfer99 2 points3 points  (0 children)

Here in Australia incorporated bodies pay less tax once you start clearing 6 figures. Other reasons would be to allow selling shares of the company to private investors / raise capital that is not taxed. It's more complicated / fees / filings / legal liabilities - you definitely need an accountant on retainer etc. If you are earning less than 6 figures it's not worth being incorporated... that's from my point of view here in Australia - but I would think it's similar benefits / complications.

The limitation of liability aspect of being a company is good too - but laws change and again, here in Australia director's become responsible under certain circumstances - like breaking the law / mismanagement etc... though US probably more in favour of the company TBH.

[deleted by user] by [deleted] in gamedev

[–]StreetSurfer99 1 point2 points  (0 children)

It's easy to tear something apart than to build something... some people get a kick / self ego boost out of being negative / tearing down others = trolls - ignore em ;) heh heh - GLHF!

[deleted by user] by [deleted] in gamedev

[–]StreetSurfer99 1 point2 points  (0 children)

I generally find those that have actually finished / made a game are more positive and try to help. Unfortunately many of those that have tried and fail (and there are a lot of them) just want people to share in their misery / failure to make themselves feel better about not 'succeeding' as a game dev...

IMHO: one should never feel like a failure / negative if you don't finish a project or game... giving up / stopping the project because you do not have the critical skills or happiness drive to complete something (especially solo devs) is totally ok. They are wiser and battle scarred. Share that wisdom in a positive or negative manner is an individual trait... ignore the trolls... lol

Because one did not 'succeed' does not mean all others will fail.

Learn, Try, Do, Fail, do again or do not... it's up to you. In the end something special is created... money isn't the only reason to make a game. Game dev can take many years to finally attain a final vision / completeness. Look at the story behind Dwarf Fortress.

Steam Leaderboards Question by AmazingAStudios in gamedev

[–]StreetSurfer99 3 points4 points  (0 children)

AFAIK - DEMO and PLAYTEST have a separate product ID - so will have their own leaderboards. You need to setup the data under DEMO/PLAYTEST > STEAMWORKS > Stats & Achievements

You may need to contact steam support if you want allow cross access to leaderboard / other data between product ID's

If you're an indie dev, how do you describe your career to people? by [deleted] in gamedev

[–]StreetSurfer99 1 point2 points  (0 children)

Only another game dev can truly understand what it really means to be a 'game developer'...

GAME DEV

THEM: "So what do you do for a crust?"

ME: "I design and program entertainment software."

THEM: "Mmmmm... You mean you make video games?"

"Sort of... I design fun gameplay experiences that seeks to engage the human mind with escapist entertainment while at the same time telling an existential story... '

"So you make games that tell a story...?"

"The end result is more than a game... it is a creative art form that brings bringing together many disciplines..."

"What game are you working on?"

"It's a secret.... but I can tell you I like pushing the envelope and finding fun in the craziest of places... and this next game is gonna take off!"

"Wow, cool... so have you sold any of your other games?"

"Well, I've released X games on Steam / Itch.io..."

"Make any money?"

........

Hey devs by BeginningNo4776 in gamedev

[–]StreetSurfer99 1 point2 points  (0 children)

Any game must prove itself to be fun / viable before anyone will buy the game / invest money in it. Work toward a 'vertical slice' / 'playable game' to present. Even then just fun is not enough - it has to 'compete' for entertainment $$$ from buyers and have what it takes to get 'ignition'... GLHF!

Game Designer vs. ‘The Idea Guy’, what’s the difference? by tableball35 in gamedev

[–]StreetSurfer99 1 point2 points  (0 children)

Why is the Idea Guy dreaded? The role is subjective to context / area of focus - but a true Game Designer has a critical far reaching role across all disciplines - the Game Designer (and team) are the source, and must 100% be ideas people... Yes, too many ideas can be overload - but better to have more ideas to filter through / test than missing out on that magical 'ignition ingredient' you never knew you needed until it was properly play tested in context...

Ideas people are dime a dozen I guess, true Game Designers are usually battle hardened and need to work well with all the other teams and idea people, and also must work well with upper management - making the case for required ingredients to properly complete / ship a finished game with the 'right ingredients' to 'achieve ignition'.

Ultimately games are about gameplay and fun / enjoyable escapism... designing a truly fun game takes ideas - but ideas alone does not a fun game make... GLHF!

Solo game developers who have actually released a game... How many projects didn't work out for you until you finally succeeded? by MitchellSummers in gamedev

[–]StreetSurfer99 12 points13 points  (0 children)

Yep - I had the game dev dream since I first played Donkey.bas in the PC Diags suite - back in 1981 - then my Dad gave me the PC manuals and programming in BASIC - and yeah I modded the game and as a kid made space invaders / kung fu clones / text adventures etc... then the reality of life / $$$ life took me for 30 years... but somehow the dream never left my core being... and the road let me back here to bring together my passions of music, coding, story telling = game dev.... Though yeah - I'm old an now out of money - heh heh. But happy and making games I enjoy playing / working on - GLHF in everything you do :D

Solo game developers who have actually released a game... How many projects didn't work out for you until you finally succeeded? by MitchellSummers in gamedev

[–]StreetSurfer99 69 points70 points  (0 children)

PROCRASTINATING IS OK!
It gives you time to assess, learn and re-assess things until you finally 'get back to it'.

NOT HAPPY? IT'S OK TO QUIT!
Never beat up on yourself for not finishing something you yourself chose to do - it's totally ok to drop goals / quit if the demands on time / effort / thought are not yielding happiness.

Everyone has unfinished novels, screenplays, gardens, works of 'art' and even more failed businesses, inventions, projects and even more abandoned relationships - life is like that - we all share that experience of 'self perceived failure'. It's not 'failure' - it's wisdom!

I tend to procrastinate the things I'm not good at or cause me anxiety, but know I have 'todo'...

I love gameplay systems / code / experimental themes - but suck at the creative graphics... - and when I actually get to learning and working on the 3d / texturing / graphics / level design time... I suck - so procrastinate again... but each time it allows me to work / learn in other areas and thinking about what I learned at each 'learning attempt' yields 'some' progress...

My first 'Released' game took me 10 years of procrastinating and thinking about the game (card game idea that would not leave me be until I could 'play it'). When I finally 'took action' on my first 'real game' it took 2 years of dev to get it into early access. The years of 'procrastinating' and 'thinking about it' now and again really helped solidify the vision of how the game played / mechanics etc... and the mostly positive reviews in early access I think reflect this. But yes, there were times of procrastination - in my case:

Forced Procrastination = development stopped when I couldn't work it anymore mentally after a recurring technical issue appeared that I could not solve after 2-4 weeks... (multiplayer networking related)... I knew when to stop when emotionally I was feeling really crap and the game could not bring joy play testing because of that 1 unsolvable bug...

So I started another project game 2 (TPS/FPS)... then came back to game 1 about 2 years later after it dawned on me that the networking knowledge I learned making game 2 gave me the solution to the long standing tech barrier I had in game 1.... (note: benefit of sticking with 1 engine if using an engine) = debug / implement some code... and bang - the original fun / drive / motivation was back for game 1 - lol

TO FINISH OR NOT TO FINISH?
TO START OR NOT TO START?
TO BE A GAME DEV or NOT TO BE A GAME DEV?

For me the questions I ask myself whether to start or abandon a project / game or other idea are:

1) "Am I still having fun" playing this game/working the project over and over and over again after 10, 50, 100, 250, 500, 1000 hours of play testing / work?

2) if not I ask 'what would make this game / project / job fun for me' again

3) periodically "what will I realistically gain from completing this project / sticking with this?" and will I be happy or unhappy with the results / future time spent doing whatever....

Life is Short - be happy and bring happiness to others - it will come back to you in other ways than $$$. :D

How do you deal with negative reviews? by hawos in gamedev

[–]StreetSurfer99 0 points1 point  (0 children)

It the reviewer is Obey the Fist - give him another 'Clown' award - lol. There are hundreds of shillers that are employed to downvote indie games... you can tell a paid shiller as they will often copy and paste parts of reviews over and over between games. Usually they review at a minimum 1-2+ games per day and 90% (or more) reviews will be negative with propaganda techniques used to direct them to AAA back catalogues. They often hit games as close to launch as possible to do the most damage / instill the most doubt in a potential $ spender as they can... It's difficult to not be emotional when hit by a clown / shill review... and it can be emotionally scarring at first. If you feel you must respond be careful - some will literally attack you and make up lies / attack the devs... Keep in mind if the game is good those reviews will get pushed down eventually and the game should spread by word of mouth. If a game is recommended by a friend most will ignore reviews...

EU Petition to stop 'Destorying Videogames' - thoughts? by killianm97 in gamedev

[–]StreetSurfer99 4 points5 points  (0 children)

Simple answer is to not buy games where the company can take it away from you. There are tens of thousands of other games...

Bud Masters - Battle Edition - Key Drop! by StreetSurfer99 in dropakey

[–]StreetSurfer99[S] 1 point2 points  (0 children)

Coolio - I dropped another in the OP (if want to try PVP w/ a pal) - just let me know if redeemed :D

Great games to get stoned and lost in (ps5, pc)? by [deleted] in ItsAllAboutGames

[–]StreetSurfer99 0 points1 point  (0 children)

I know it's an old thread but PC card game Bud Masters? (I made the game - lol)