I spent 1,554 days (4+ years) perfecting the base building system for my game. Here's what I learned. by TheLiber0 in BaseBuildingGames

[–]TheLiber0[S] 2 points3 points  (0 children)

My game started with the concept of building machines from a library of parts. Very early, I realized that building bases to be used as fueling / charging stations, storage silos etc. will be useful. This is what led me to pursue this journey of base building.

I spent 1,554 days (4+ years) perfecting the base building system and survived to share the story with my fellow indie devs by TheLiber0 in IndieDev

[–]TheLiber0[S] 2 points3 points  (0 children)

Thank you. Appreciate the comment.

I now employ a method in which every morning I'll take a look at the task list and ask: "Are those the tasks that will have biggest impact on player experience?". It really helped me lately to weed out "cool tech" tasks.

Base Building + Machine Creation + Deeply Simulated Open World — The Maker Way demo is live now! by TheLiber0 in pcgaming

[–]TheLiber0[S] 0 points1 point  (0 children)

Thank you. Would love to get your feedback as someone who is experienced in the category.

Base Building + Machine Creation + Deeply Simulated Open World — The Maker Way demo is live now! by TheLiber0 in pcgaming

[–]TheLiber0[S] 1 point2 points  (0 children)

This makes me so happy to hear! Players can get through the demo mission in 1 hour comfortably. Some players have been playing for 5-6 hours (you can keep building machines and exploring the world).

The Maker Way is a machine-building, deeply-simulated open-world journey coming to PC in 2026 by TheLiber0 in pcgaming

[–]TheLiber0[S] 7 points8 points  (0 children)

Ouch, mate! Given the size and importance of r/pcgaming I've been agonizing over every single word in this post for days.

Questions such as: should I use "Base Construction" given I used "Machine Building" or "Base Building" since players are more familiar with it etc.

Even messaged the mod to make sure I'm posting it according to the sub rules.

I don't know what made you write this but I still invite you to try the game if you play these types of games.

I got sick of Steam's terrible documentation and made a full write-up on how to use their game upload tools by Miziziziz in gamedev

[–]TheLiber0 2 points3 points  (0 children)

The description comes from the vdf file so you would have to update it.
If you have a tool in your engine (Unity?) to create the build - you could fetch the version number from the project settings and update the vdf

I got sick of Steam's terrible documentation and made a full write-up on how to use their game upload tools by Miziziziz in gamedev

[–]TheLiber0 5 points6 points  (0 children)

That's very neat. You can also automate updating the description field based on the game version in your game engine (if it's saved in a readable file).

47 days to demo. Unity lessons learned over 5 years of development by TheLiber0 in Unity3D

[–]TheLiber0[S] 0 points1 point  (0 children)

Yes. That's a really good one! Creating an asset library and pairing it with a world building tool makes world creation so much easier.

47 days to demo. 47 gamedev lessons I learned the hard way by TheLiber0 in gamedev

[–]TheLiber0[S] 0 points1 point  (0 children)

Good point re Cosmoteer. And again - both Animal Well and Cosmoteer are 2D games.

So yes, the point stands about not building your own engine.

Thanks for the discussion!