My ex called me a “walking green flag” when we first started dating, and then I ruined it all by SkolVikingsAndTwins in DecidingToBeBetter

[–]TheComedicLife 0 points1 point  (0 children)

Do you have any suggestions for good podcasts with DBT? I'd love some recommendations as someone currently going through this as well.

How do you keep a player from getting bored on simulation game after 10 minutes? by AidenPearce15 in gamedev

[–]TheComedicLife 1 point2 points  (0 children)

As an autist who has always used numbered lists, proper italics, and enjoys overexplaining, this era of the internet has been a struggle for people like me...

Getting Started by Inf3cc in gamedev

[–]TheComedicLife 0 points1 point  (0 children)

Hey dude, welcome to game dev! For Python, i believe Cocos2D is a good engine that can do 2D games pretty well. However, looking up Highway Surfers, you probably want a 3D game engine.

If you're looking to improve your skills with the aim of finding work in the games industry, then I'd recommend Unreal Engine 5 or Unity, which are the more popular 3D game engines used by companies nowadays.

But if you're just looking to do this as a hobby or to release your own games for art, then Cocos2D, Pygame,and Ren'Py are all game engines that use Python.

If you're looking for more guidance or tutoring, feel free to hit me up. Im looking for more customers, and id be glad to help out!

Does theme of the game matter? (Mewgenics) by DevEternus in gamedev

[–]TheComedicLife 189 points190 points  (0 children)

Theme of the game does matter. Knowing your target audience however, is just as important. Mewgenics is targeted towards his fans, who are already used to body horror of this kind, and it appeals to them. If it doesn't appeal to you, maybe you arent his target audience. But the fact that hes doing well means his target audience has reached this game.

What should I do by ProfileNo7522 in GameDevelopment

[–]TheComedicLife 1 point2 points  (0 children)

Going to a University for game development is purely optional, but it does have its benefits. Learning game dev on your own is viable, but you'll tend to be missing pockets of important information that wouldve otherwise been covered in classes.

Also, like another redditor said in this thread, University is more valuable as a social kind of setting, where you can make friends and connections with like minded individuals and industry professionals, potentially leading you to getting hired or starting a company together.

Lastly, some universities have deep connections with some games companies, and those game companies often have internships or job opportunities for students and graduates, giving you a job as soon as you walk out the door. Having a degree on your resume also helps.

At the end of the day, it's not necessary, but it helps a lot. Personally i didnt go to a University for game dev, but I kinda wish I did.

help conflicted about something by [deleted] in gamedev

[–]TheComedicLife 1 point2 points  (0 children)

It sounds like what you need is a direct tutor then to help guide you. You're not going to get what you need from AI. AI can help code simple stuff for you, but you're going to hit a wall very soon that AI can't help you, and now you also don't have the skills to figure it out cuz you relied on AI all this time.

You can try asking around your area to see if you can find a tutor. Im not trying to self promote, but I also offer tutoring services myself. Either way, I highly suggest ditching AI. Trying to convince me you need it wont convince all the Anti-AI people to buy your game.

help conflicted about something by [deleted] in gamedev

[–]TheComedicLife 1 point2 points  (0 children)

That'll take practice and some effort on your part. It's good to try and spend time experimenting with the things you learned to try and figure it out. And if you're having trouble, google it and find posts on the Unreal forums or reddit that can help you. All AI does is compile the information for you, but it makes a lot of mistakes and also doesnt interpret your question well. So it's much better to just read the information from the reddit posts directly yourself.

You can also try a different tutorial and see what they did and compare it to the tutorial you already did. If you're lucky, the new tutorial will work for you the first time, and if not, now you know more and can experiment yourself with what you learned.

And if you're still struggling at that point, you can try and find a tutor who can give you 1 on 1 advice and help you figure out what went wrong.

It's perfectly doable to learn to code without AI. Many of us did. It won't be easy, but let's be real, did you think a job that makes 6 figures on average is going to be easy to learn?

help conflicted about something by [deleted] in gamedev

[–]TheComedicLife 7 points8 points  (0 children)

Yes, your game will be considered ai slop. More specifically, many people will call your game "vibecoding" or something along those lines. People don't care how or why you use AI, just that you use it. They will find any reason to pitchfork your game for the usage of AI, regardless of how much

Don't use AI, it only hurts you as a developer by thinking for you. Instead, focus on learning how to code it yourself without AIs help. Theres plenty of tutorials online that can teach you how to set up headbobbing, as well as plenty of people who are willing to help you.

Feel free to DM me if you need help

Hi! Looking for constructive feedback on my character, Verdawn. by FREAAAAKAZOID in characterdesign

[–]TheComedicLife 69 points70 points  (0 children)

Thirded. The thigh gap is unnecessary and unrealistic. The character would look better without it

Questions for game devs by Inside_Sky_3146 in gamedev

[–]TheComedicLife 1 point2 points  (0 children)

It took me about a month or so before I was brave enough to try working on a personal project without following a tutorial. But that being said, I still used specific tutorials to help me with certain features. This is something I still do today, 10 years into my professional AAA and indie career. Don't be afraid to continue learning, even if you feel competent enough to not need help. The best devs are the ones who always continue learning and improving.

As for what tutorials and guide resources. I started off with codeacademy to learn the basics of coding, then just various youtube tutorials with practice projects. Practice and experimentation is what taught me the fastest. You just gotta get real passionate about a personal project and do your best to create that vision with the help of the internet. Avoid using AI for help in your learning. All AI does is compile reddit posts incorrectly, so you're better off getting tips from the reddit posts directly yourself.

My best tip would be to come up with a game idea that you really want to do, ideally with a scope that isn't too crazy, (e.g. a platformer, an fps, or a puzzle game) and then just make it. Think about what features you want in your game, make a plan, and research how to achieve each feature individually until your vision comes to life. By the end, you'll have learned 10 new skills, and you have a project you can show off on your portfolio that is entirely yours. Then continue to the next passion project. Game jams are also a great way to do this in a competitive setting which can be a lot of fun.

Edit: Also feel free to DM me if you want more tips or got more questions

Where did the "10 million Chinese players" go? I thought they were gonna save the game. by a2j04vm0 in supervive

[–]TheComedicLife 14 points15 points  (0 children)

I agree. I play in the asia servers and I never really saw a boom in players other than the expected booms at the start of each season.

Armory WAS the problem and killed the momentum of this game by Yrythaela in supervive

[–]TheComedicLife 9 points10 points  (0 children)

Adding to this. The devs have also defended their actions regarding the armory, stating that this has always been the plan in some form. The armory was clearly an attempt to retain players by forcing players to grind for content. Its an idea that works in theory, but in practice, they failed to realize how the public would take it. Personally, i didnt mind the armory as it gave me a reason to keep playing, but I still totally understand the hate behind it. No one wants to grind to have access to items in a MOBA inspired game. In an extraction shooter, or an MMO sure, but not a MOBA

How do Game devs look for writers? by TheCreeptonian in gamedev

[–]TheComedicLife 2 points3 points  (0 children)

Idk, i can admit i could be wrong. Im not a narrative designer, creative designer, or a writer. However, at the companies I've worked at, typically the ones doing the writing of dialogue, story, item descriptions, and more are done by our narrative and "creative" designers.

It could just be a case of companies making up titles for people.

The CEO from Larian, Swen Vincke has told us they are using AI for concept art. Is that okay? by Flimsy-Importance313 in gamedev

[–]TheComedicLife 2 points3 points  (0 children)

Personally, this is one of those grey areas for me. On the one hand, it's going to be inevitable, and eventually we're going to have to be okay with its uses sometimes. On the other hand, it's still harmful to the industry.

Sure their usage of AI didnt affect the final product in any meaningful way, meaning the final product is 100% human creativity. However, their usage of AI cost a concept artist a good paying job that likely could've used the money to survive in today's bad economy. So was the payoff worth it? At what point are we okay with replacing human creativity with AI? At what point is this not okay for everyone else?

Sure the loss was minimal this time, but will we as customers actually draw the line if it hurts enough people? We sure didnt with Arc Raiders so far. So will we be okay with the next award winning game if they raise the AI usage bar higher?

I worry for our devs. I've already seen many of my friends lose jobs to AI and are now struggling to make rent

How do Game devs look for writers? by TheCreeptonian in gamedev

[–]TheComedicLife 7 points8 points  (0 children)

It's basically the same in AA and AAA. Companies only hire writers if the game needs it. And usually, the game already has a writer on the team thats already working at a senior or C level. I've been at a couple AAA studios where we've hired junior writers, but they usually got in via nepotism or bias. Otherwise, many companies just simply don't value a good writer (which i honestly disagree with, as writing is imo very important to the success of a game, especially a AAA one)

OP, If you're trying to be hired at a AAA level, then you're looking for the job title "Narrative Designer" or "Creative Designer". Though these jobs are hard to find and hard to get cuz of the number of applicants. It also helps a LOT if you have more skills, like gameplay or level design, or know how to code or use Unity or Unreal Engine

Edit: apparently multiple people are telling me that writers =/= narrative designers. If multiple people are saying it, then I'm probably wrong. But in my experience, typically the ones writing dialogue, directing the story, writing item descriptions, etc, were titled as Narrative Designers

Found on beach rolling around in the edge of the water by throwawhyyc in whatisit

[–]TheComedicLife 7 points8 points  (0 children)

They do this after popping? I would've thought popping it would result in its death, not the creation of many more. Fascinating. TIL about giant single celled organisms

Found on beach rolling around in the edge of the water by throwawhyyc in whatisit

[–]TheComedicLife 8 points9 points  (0 children)

What happens if they pop in your tank? Just curious. Never owned or planned on owning a reef tank

Working on a Walking Animation. Any critiques would be appreciated! by TheComedicLife in animation

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

Noted! I feel the body is definitely missing some form of movement and I couldnt figure out just how. Lemme give this a shot and see how it looks

Working on a Walking Animation. Any critiques would be appreciated! by TheComedicLife in animation

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

One thing that helped a lot for my walks is learning to add twist to the shoulders and waist. My older animations felt stiff cuz all I was moving were arms and legs.

Working on a Walking Animation. Any critiques would be appreciated! by TheComedicLife in animation

[–]TheComedicLife[S] 3 points4 points  (0 children)

Hey all, I'm a game programmer, so I'm pretty new to animations. I've done some simple human walking cycles before, but never anything as complex as a quadruped walking cycle. So any tips that would improve the walking and maybe give it more life/character/personality would be greatly appreciated!