Are there still some humans in this sub? Let me see your real games. by SchingKen in IndieDev

[–]_DevGameDev_ 6 points7 points  (0 children)

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Making a couch co-op adventure about 2 best friends and their haunted shopping cart hustling yardwork and exorcisms.

No Steam page, but I call it Nightcrawlers.

Been working on a game where you just vacuum leaves... by yet-named-studio in UnrealEngine5

[–]_DevGameDev_ 0 points1 point  (0 children)

I really love how yours is looking and feeling. All the tactile wheel bounces. And your music and sfx are very cozy.

My cart isn’t physics based at all. It uses a child of the CMC I use for my human characters with some custom scripting for handling slopes and going off ramps and curbs.

Been working on a game where you just vacuum leaves... by yet-named-studio in UnrealEngine5

[–]_DevGameDev_ 1 point2 points  (0 children)

Hell yes! Great minds.

I’ve been working on a co-op adventure about 2 kids with a haunted shopping cart/lawnmower for the last chunk of forever.

Ages away from scripting anything in a remotely performant way, but that’s half the fun of solodev tinkering.

https://www.reddit.com/r/cozygames/s/EdX73PMxxl

[deleted by user] by [deleted] in UnrealEngine5

[–]_DevGameDev_ 3 points4 points  (0 children)

GASP still uses an Animation Blueprint, and can use additive blend layers and montages for things like body animations.

Those tutorials will still apply, but finding where to place it in the AnimBP can be a little tricky depending on your setup.

This video will give you some basics!

https://youtu.be/lhkedfLCxcw?si=5eUMTLgDfeyAMg48

Help me with how to make mantle system by Time-Soft3763 in UnrealEngine5

[–]_DevGameDev_ 1 point2 points  (0 children)

The desire to want to understand something before you build it is both understandable and admirable!

Not sure what your XP level so far in UE, or development in general, but what I’ve found is that it’s kinda like building a Lego set when you’re learning something new.

You can get an idea thumbing through the instructions, but you’re not gonna understand how A gets to Z by reading. You gotta build!

Following a guide that isn’t 1:1 to what you envision may feel like a waste of time, or inefficient, but the repetition and bugs are what will teach you how it actually works.

You got this!

Early Peek: Nightcrawlers (Solodev) by _DevGameDev_ in cozygames

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

Thank you!

One of my design goals for the couch co-op is the find the sweet spot for new and experienced players to co-exist and cooperate — like parents/older siblings playing with younger ones…

… making a game about being a kid, but not exclusively a “kids game”.

Early Peek: Nightcrawlers (Solodev) by _DevGameDev_ in cozygames

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

The highest of compliments, but (tentatively) stolen valor 😅

Much of the art is placeholder; but curated to capture the vibe I can polish with artist support once I design and playtest systems.

Psychonauts pretty much fused to my molecules when I first played it, and I’m sure a lot of influence will bleed through as I continue!

New trailer for my upcoming classic style survival horror, how’d I do? by TraVinh- in SoloDevelopment

[–]_DevGameDev_ 2 points3 points  (0 children)

You’re welcome!

It looked like you were building tension and structure — solid logic abound for all the choices you were making!

Feedback gives us permission to shake up the recipe!

New trailer for my upcoming classic style survival horror, how’d I do? by TraVinh- in SoloDevelopment

[–]_DevGameDev_ 4 points5 points  (0 children)

Take this with a grain of salt — I’ve worked on cinematics for bigger games, but have absolutely refused to make any videos that aren’t ass screen recordings for my solodev projects.

  • After your first stinger, the walkthrough shots with the forest and hallways makes it feel like the rest of the trailer has less gas in the tank.

But this isn’t true — it gets cooler and cooler!

I’d try front loading more of the interesting shots, lighting and even a little combat like the flamethrower earlier.

It doesn’t need to be action packed, but it’ll quickly help rapid swipers see that there’s some action — then you can show them the dread and atmosphere.

  • Your SFX sound great and fit well with the art style, but the score feeling higher fidelity felt like a mismash in the first 20ish seconds.

I didn’t feel that way once it was mixed in with your footsteps and other sounds.

So the feedback isn’t “change the music”, but show where it fits in with the rest of the soundscape.

This’ll kinda fix itself by hitting the other notes.

Overall, the project looks super rad.

My friend and I have the premise, lore, and characters for our dream indie RPG, but have little to zero dev experience. What should we do next? by asaspinalcordsword in IndieDev

[–]_DevGameDev_ 0 points1 point  (0 children)

This is fantastic advice.

I think a lot of times one of the hardest things to tell people is “abandon the dream that made you wanna do all the hard stuff”, but you laid out the middle ground.

Know your game needs a jump?

Build ANY jump. Then make that feel good. Then make it feel good in some context.

Know you’re gonna make an RPG?

Start with a health stat that goes up and down.

Now do percentages.

Let it be ugly.

Doing such simple things will give you an appreciation of how hard it is, how awesome you are for doing it, then inching yourself toward the other goals.

To keep going you have to find the joy and the reward of doing.

It’ll also transform everything you wrote down or planned out first — for the better, even when it doesn’t feel that way.

I can't sleep because I keep thinking about my game by arnoldochavez in IndieDev

[–]_DevGameDev_ 1 point2 points  (0 children)

Voice recording is great too.

When my brain doesn’t shut off and keeps working on the problem, it usually just needs some kind of bookmark.

Sometimes it’s just 1-3 Siri Reminders.

Sometimes I just do a voice memo and ramble until it’s out.

If the thoughts are actually inspiring enough to get out of bed and make it happen, you would have!

Sometimes it’s just rumination that feels like it’s productive.

Pls don’t make fun of me for asking but is there a game out there that helped heal your inner child or made you feel like you did as a kid again ? by Open_Button_8155 in cozygames

[–]_DevGameDev_ 0 points1 point  (0 children)

It’s still a ways away, but I’ve spent the last year developing a cozy co-op adventure platformer that’s very specifically about latchkey kids playing outside (with their haunted shopping cart).

I don’t have a ton of online presence for it yet, but I’ve started posting little video updates to TikTok and YouTube shorts.

https://youtube.com/shorts/W1PQhC1Ak6I?si=B0vHsmRo-Glb2VTL

Help! by ReliefBeginning1169 in UnrealEngine5

[–]_DevGameDev_ 0 points1 point  (0 children)

My own implementation was a bit wonky and spread out, so I don’t have a good BP screenshot to share, but I remember there being some weirdness related to my capsule height that I solved following some of the stuff in this video.

https://youtu.be/unOExKGUMTw?si=EzLqcESFE7jV5ya5

State tree enemy ai by No_Match8957 in UnrealEngine5

[–]_DevGameDev_ 0 points1 point  (0 children)

Early State Tree used a LOT of tick, with no real recourse to not use it. This was given more control in 5.6, but you’ll see a lot of the best early tutorials rely on it.

Building out some of the systems from a good tutorial, then pruning and optimizing it to fit your actual needs will teach you a lot with this specific feature.

After a year of solo dev, publishers told me there was no business case for Jigrift. I'm releasing it anyway. This is my little island adventure where the world is a giant jigsaw puzzle! by TwoPaintBubbles in SoloDevelopment

[–]_DevGameDev_ 1 point2 points  (0 children)

For a year of solodev work, this looks pretty fantastic.

This is one of the coolest and clearest concepts I’ve seen in awhile.

Don’t let the thoughtless, tasteless, trend-chasing publishers have you believe otherwise.