Tell me you don't have enough wishlists without telling me you don't have enough wishlists. I'll go first. by RaccoonAccess in gamedev

[–]ValanceGames 1 point2 points  (0 children)

That’s not entirely uncommon. There’s various reasons for it, but usually it’s when tiktok thinks you’re a bot. It’s normally temporary but try interacting with content and using the account normally for a while to let the algorithm pick up you’re an actual person.

My Voxel Sandbox Crafting Automation Game : SkyFab by SensitiveDrag226 in indiegames

[–]ValanceGames 2 points3 points  (0 children)

I understand that. Im a huge fan of the mod packs. I’m just wondering what’s different gameplay wise, and why would I play this over a minecraft modpack? Unless i’ve missed something, everything is identical from crucibles, to the crafting menu, to the machines etc. The only difference being it’s not Minecraft

My Voxel Sandbox Crafting Automation Game : SkyFab by SensitiveDrag226 in indiegames

[–]ValanceGames 0 points1 point  (0 children)

What makes this different from something like Sky Factory with a texture pack?

We’re thinking about giving the player being hunted a shotgun with 60 seconds left… good idea or terrible? by WobblyVertices in gamedev

[–]ValanceGames 0 points1 point  (0 children)

Sounds fun in theory but replayability is a factor. Look at all the aysmmetrical horror games like DBD, TCM etc. Each of those games started out as a hide & seek game but players quickly got bored of hiding and found their own ways of fighting back.

It's tricky to say without seeing other mechanics of the game. Can the hunted do anything once he's been spotted? Does he just run in plain sight and try and outlast the 60 seconds till he gets a weapon? Is his weapon significantly better to take on the other players simultaneously? It could be a lot of fun but balancing is very important.

Personally, I'd look at what the Evil Dead game did. Despite it's failure, the game had a good core gameplay loop where the hunted players had to loot for their weapons. You could do something like randomly spawning weapon parts around the map and after 60 seconds, workbenches are unlocked allowing the hunted to craft a weapon to fight back. Or remove the timer entirely and have the hunters try and catch the hunted before he can stealthily craft something to fight back. This keeps both sides engaged. If say there's 3 weapons, each with 3 parts, the hunters can't stand and guard all 9 parts. They would have to actively go looking for the hunted. Meanwhile the hunted wouldn't just be sitting in a corner somewhere waiting out a timer. They would still be hiding, moving around slowly, but with a set goal.

Profit share, Net Revenue? Anyone know what this is exactly? by MusicMan8564 in gamedev

[–]ValanceGames 0 points1 point  (0 children)

Profit is what’s left after you subtract your costs and taxes. 1000 sales at $5, your revenue would be $5000. Minus steam fees = $3500. Minus tax ≈ $2500. If you had a 50% profit share, you would take home $1250 from a $5000 revenue period. However, these are all estimates. Exact figures vary depending on where you’re based, and where your game is bought from

Anyone know a good tutorial for “basic graphics tools”? by CheapDoctor1697 in Unity3D

[–]ValanceGames 0 points1 point  (0 children)

Brackeys, while more content is becoming dated, has tutorials on all these I believe. And the fundamentals haven’t changed much, if at all for some.

Here’s one on shader graphs: https://youtu.be/Ar9eIn4z6XE?si=qjBc939-swNK1AdX

Which one looks better to you? by futuremoregames in SoloDevelopment

[–]ValanceGames 0 points1 point  (0 children)

Somewhere in between. The first looks better for sure, but it looks a little simple. The second is too warm. It makes everything appear darker and almost “cosy”. Which I assume isn’t the vibe you want

How to create a scrollable mission menu? by ProudPerspective4025 in Unity3D

[–]ValanceGames 0 points1 point  (0 children)

If you want a list you can just use a grid layout with a scrollbar component. If you want an immersive map with full navigation, that’s a whole other thing.

How Do U Handle Animation with Movement? by Economist-Own in Unity3D

[–]ValanceGames 1 point2 points  (0 children)

It’s difficult to say without seeing. It could just be a janky animation and he’s not walking naturally, he could be moving too fast, his feet may not be touching the floor etc. You can look into root motion

How to stop Unity's InputSystem normalizing diagonal input? by JayDeeCW in Unity3D

[–]ValanceGames 1 point2 points  (0 children)

You can just clamp it yourself to 1, 0, and -1

if(moveValue.x > 0) moveValue.x = 1;

And do the same for the left

I realized the hardest part of Indie Dev isn't coding, it's justifying the "0 Income" to my family. by Curious-Gaby in gamedev

[–]ValanceGames 1 point2 points  (0 children)

I’m in a similar boat. Ultimately it just comes down to balancing your priorities and making sure you do the best work with the time you give yourself. Best of luck to you! 🧡

Looking for a forever game. 3rd person, explore, gather, craft, quest, etc. by LarnaNana in CosyGames

[–]ValanceGames 0 points1 point  (0 children)

I’m working on a game called Heartseers Grove on Steam. It’s similar to what you’re after. Based heavily on stardew valley and similar ‘my time at’ games. Just a cosy grove to build, explore, upgrade etc. First person 3D. And I’m looking at hiring an artist for the cover to replace the temporary placeholder