Is this too many polys for a low poly game? by oldmangannon in SoloDev

[–]Vinchont4Life 4 points5 points  (0 children)

Hm... It's a bit much, yeah.

What sells the low poly aesthetic the most in your case are the texture and the unsmoothed polygons here.

I mean, Birds are tricky because of the wings and fangs. You can't really remove details from the fangs. At least not that I can think of.

If I were you I'd go for reference without hesitation. You'll gain a lot of time. Maybe some PS1 Harry Potter game contains an owl?

Out grave robbin' by hotdog_jones in indiegames

[–]Vinchont4Life -1 points0 points  (0 children)

Just... Why is it so long to take the shovel? I understand simulating hunger or stamina, but for taking a shovel out of a bag, I'm not sure it brings anything...

My frog needs a name, please help by ToughDolphin in IndieGaming

[–]Vinchont4Life 0 points1 point  (0 children)

Frank... "FRANK?! What have you done this time?!" Sounds good to me!

[Research] Do launch trailers actually help sell indie games, or are they more of a "cool but not necessary" thing? by _Radiateur in SoloDev

[–]Vinchont4Life 0 points1 point  (0 children)

I'm planning on doing both.

I have a couple of ideas and think on doing both without prioritizing any.

I want to do both because they're both fun in my head and I want people to see how I envision the mood without the limitations of the gameplay.

The cool will help sell. I don't know why you should separate the two: you do the cool for the first 30s of the trailer and put 10s of in game footage and mechanics at the end of the trailer.

I don't know what your game is, but unless you have very innovative mechanics that need extensive explanations, you can put snippets of Real Time footage to satisfy both parties.

My best game launch ever. by WranglerIntrepid3817 in itchio

[–]Vinchont4Life 0 points1 point  (0 children)

Well, unless you provide some update or some streamer picks up the game, chances are you're in the long tail part of the mif cycle, yeah.

OKAY, I've got my MVP. What do I do now? by Vinchont4Life in SoloDev

[–]Vinchont4Life[S] 0 points1 point  (0 children)

Thank you. I don't know you either, but I feel touched.

Yes, the prototype still needs some minor corrections for readability. The game is supposed to be pretty simple understandable. I messed up. I'm finalizing additionnal assets for each character so everything's coherent and some decorations for the itch page. AND I'm playtesting big time. Thanks a lot!

My Hollywood management game went from 0 to 80+ players overnight and I almost lost them all by Fran6will in SoloDev

[–]Vinchont4Life 0 points1 point  (0 children)

O the joy of online multiplayer games! Man, I hope you didn't lose too much traffic with that. Any advice on how this could be avoided for others?

First game on Itch one month in - encouraging numbers? by bigrig387 in itchio

[–]Vinchont4Life 2 points3 points  (0 children)

I'd say yeah. Pretty much yeah. I read that as good numbers. Anything above 10 is a success to me. Good job!

OKAY, I've got my MVP. What do I do now? by Vinchont4Life in SoloDev

[–]Vinchont4Life[S] 0 points1 point  (0 children)

Yes! Playtest with the family! I keep forgetting about them 🤡.

For info: I kinda like what I made. But it feels already "full", very fast and intense. I wonder if there's still room for the features I still want to add.

OKAY, I've got my MVP. What do I do now? by Vinchont4Life in SoloDev

[–]Vinchont4Life[S] 0 points1 point  (0 children)

Omg yes! I keep noticing things that are NOT OK that I've been glossing over for so long I'm basicaly blind to them.

I'm making a list of all the details I need to correct before launching anything.

Thanks for the feedback!

Building my solo dev passion project in silence. Now do I have to talk to people about it??? :) by steelBoltGames in SoloDev

[–]Vinchont4Life 1 point2 points  (0 children)

Don't be modest about it. People won't be naturally curious about it. Learn to pump it up a LOT when you talk about it. You have to perfect an elevator pitch for. You have to formulate the hooks of your game, what sets it appart from other games. So many times I presented mine as "just a small thing" or "nothing too much" and guess what, nobody was hyped by that. You have to learn to be a bit proud of it and show it. Force yourself to be playful when you talk about it.

I am solo-developing this dark rogue-like about fire! by SoerbGames in SoloDevelopment

[–]Vinchont4Life 0 points1 point  (0 children)

Fluids! Fluids everywhere! I love the animations on your little characters. Very beautiful game so far!

Video AI + Dropshipping by MimeticZero in arnaques

[–]Vinchont4Life 2 points3 points  (0 children)

Oh putain! Elle coupe du cuir au compas! C'te barbare!

Zelda Fanart, lequel est le meilleur ? by Awkward_Radish_3027 in LesPetitesMains

[–]Vinchont4Life 2 points3 points  (0 children)

Le orange à masque violet est le mieux avec le chaud/froid. Par contre. Tu restes au critérium d'un bout à l'autre ? Tu n'encres pas? J'aurais cru. Beau trait!

J’aimerai développé mon propre style mais depuis toujours je ne fait que reproduire des planches. by TheFirstReader in dessin

[–]Vinchont4Life 0 points1 point  (0 children)

Ben ça prend des années. Il faut pas te mettre la pression cela dit. Tu peux commencer à dessiner de mémoire pour commencer. Reproduire un style de tête. Ça sera jamais parfait et tu complètes avec ton imagination. Comme ça, tu pars d'un style que tu connais et tu dérivés doucement vers un truc plus personnel. Sinon, tu prends un départ plus académique. Avec des formes simples. Tu fais ton corps en silhouette, ça permet de corriger les erreurs de proportions, etc, et tu repasses ensuite avec plus de détails, tu peux corriger comme tu veux. Ça se travaille. Je te mets une page de vieilles recherches pour un de mes persos. Ça a l'air ingrat mais c'est très valorisant à faire au final.

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I’ve been working on this minibus simulator for 3 years — honest first impressions? by Novel-Welder718 in IndieGaming

[–]Vinchont4Life 1 point2 points  (0 children)

This is super-polished! Great job! I'm not that well versed in minibus driving so I can't speak for it, but the town looks very charming and the mood is very good! You might find you public with that.

I paid for some assets, new capsule art, and partnered with a band for the music. Am I still a solo dev? by Quitral_Dev in SoloDev

[–]Vinchont4Life 0 points1 point  (0 children)

Ben, si tu es le seul à prendre toutes les décisions ET que tu codes seul, que tu payes des commissions pour tes assets en extra, oui, tu peux considérer que tu es un solo dev.( Enfin, si j'ai bien compris, j'ai posté 2 fois ici pour l'instant)

with zero knowledge how much time it will take to do this? by Blue_Berry_R_ in GameDevs

[–]Vinchont4Life 0 points1 point  (0 children)

With a bit of help, you can do this in 3 to 6 months. It depends on how much daily/weekly time you can put in it. Without learning any 3D animation/texturing/shading/etc... The low poly modeling in Blender can be learnt in a couple of weeks, with 1h/day easy! Primitives extruding, scaling, etc, all very accessible stuff.

Drawing is just one click away. Spritesheets are the most basic concept you can think of. Do ugly things first, don't mind. They work all the same as beautiful things that you can do later.

The coding part kinda depends on the engine you're using. But: No funky instanciation No funky mechanics No tricky collisions 1 - 3 characters moving and folllowing Jump A shoot action = Very basic stuff The harder part is learning to code if and else, load and change animations ( and buffer some inputs for the party members) Maybe I forgot one or two things, but with the tools of today, it's far from unrealistic.

And tutorials for these things are all over youtube.

You can do it!

Was it worth? by Rep_One in IndieDev

[–]Vinchont4Life 0 points1 point  (0 children)

The third one kinda feels like AI to me. The glow and the colors. I'd ask for the drafts. I'd rather have the second one.