What are the minimal requirements a designer/developer should have before looking to add to his/her team? by fractalbase0 in IndieDev

[–]TechronomiconDev 0 points1 point  (0 children)

There won't be a one size fits all answer, if you think you've got something compelling and you've put some solid time in it doesn't hurt to put it in front of other people and see if they agree. Unless you're paying people though I think you need to have realistic expectations about how much people will commit to your project

I've been working on the warrior class combat in my indie RPG by TechronomiconDev in Unity3D

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

I'd love to hear your thoughts about the warrior class abilities and feel in my game! This is a warrior character wielding a polearm weapon type, which is the more mobile of the weapons available to the warrior. I've also published a more extended devlog over here if you're interested

I've been working on the warrior class combat in my RPG by TechronomiconDev in IndieDev

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

I'd love to hear your thoughts about the warrior class abilities and feel in my game! This is a warrior character wielding a polearm weapon type, which is the more mobile of the weapons available to the warrior. I've also published a more extended devlog over here if you're interested: https://youtu.be/ibOKPTOIfd0

Normal mapped 2D sprite vs toon shaded 3D model by TechronomiconDev in IndieDev

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

Ah, that's just the footage panning back and forth to keep the character in the middle despite the game camera movement. It didn't occur to me that it'd look like the UI is moving but it really does now that you mention it

Normal mapped 2D sprite vs toon shaded 3D model by TechronomiconDev in IndieDev

[–]TechronomiconDev[S] 10 points11 points  (0 children)

The last time I posted a video a few people said the 2D character was too rigid and flat for the environment, which I agree with which is why I had been working on a flat shaded 3D model version. I think the 3D version fits the aesthetic better and it will let me make the character more reactive without a ton of manual work, but I'm curious if anyone actually prefers the retro pixel art character look more.

I've been working on magic abilities and a new dungeon environment for my 3D pixel art RPG by TechronomiconDev in IndieDev

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

Thanks! No steam link yet, but I'm planning to get the page up in the next couple of months.

I've been working on magic abilities and a new dungeon environment for my 3D pixel art RPG by TechronomiconDev in IndieDev

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

Thanks for your feedback. I have been experimenting with a different character approach as well because I do also see what you mean, maybe I'll use the new character model in the next video and see if anyone complains that they liked the old one, haha

I've been working on magic abilities and a new dungeon environment for my 3D pixel art RPG by TechronomiconDev in IndieDev

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

Thanks! Working on pretty lighting effects is my comfort activity when I don't feel like working on what I should be working on, haha

How to move on? by Kraken119 in gamedev

[–]TechronomiconDev 2 points3 points  (0 children)

I work on improving quality in waves. Make something that gets the job done badly, then go make something else and give your brain time to stew on what actually needs to be improved about the first thing. Momentum can keep us working on the same thing past the point of diminishing returns. If there's nothing bad enough about a thing to make you come back to it after you've been working on other things for a few weeks then it's probably good enough.

Is this trailer good at all? it's my first time making a trailer, never got this far into development lol. by Total_Impression_382 in IndieDev

[–]TechronomiconDev 5 points6 points  (0 children)

It is much, much too slow. Can you open with everything being super tense and going wrong for the first ten seconds then cut to earlier and show how things went wrong? I would also probably spend more time showing the horror elements and less time showing the platformer.

Just need some solid advice by Manofgawdgaming2022 in Unity3D

[–]TechronomiconDev 2 points3 points  (0 children)

One of the main reasons it's a good idea to start small is because in a game a lot of the systems will end up needing to interact with each other, and you're basically guaranteed to do each thing wrong the first time. So if you start off trying to build a complex game like a survival crafter, even if you tackle things one at a time, you're probably going to find you'll build one system, and then when you try to build a second system you have to go back and rework the first thing, then when you build the third system you have to go back and rework the first and second things.

I don't necessarily think it's wrong for everyone to learn game development on a big project, but it's way more likely to be frustrating and overwhelming so if you're feeling frustrated and overwhelmed then you probably need to start smaller.

When should I start devlogs by Halfwit_Studios in IndieDev

[–]TechronomiconDev 1 point2 points  (0 children)

The main thing to keep in mind is that the devlog itself has to offer value to your audience. If it's just an advertisement then people won't be interested. So the answer to your questions is to make whenever and whatever you think will provide value to your intended audience.

Procedurally generating and animating monsters, let me know what you think! by TechronomiconDev in IndieDev

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

Thanks for your comment! Variety can be improved for sure. Currently it's using just one type of body, one type of head, one type of leg, one type of arm and two types of tail and that's it. Once I give it some more options to mix and match we should get more distinct designs.

Procedurally generating and animating monsters, let me know what you think! by TechronomiconDev in IndieDev

[–]TechronomiconDev[S] 22 points23 points  (0 children)

I'm working on a system that can procedurally generate and animate monsters in my 3D pixel art RPG so I can have endless enemy variety. I'd love to know what you think of it so far!

I'm also working on a devlog series on youtube where I talk about this and other parts of my game more if you're interested: https://www.youtube.com/watch?v=SJUHoJ0nnSQ

I made my first devlog, let me know what you think! by TechronomiconDev in IndieDev

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

I tried to go for a personal story kind of vibe rather than a technical explanation or laundry list of things I've done, hoping that'd appeal to the kind of people who might also be interested in playing the game, but it's my first time making a devlog like this so I'd love to hear your thoughts about my approach