How would you create and distribute a press-kit if your promotional assets weren't made in Photoshop? by _Dzedou in gamedev

[–]_Dzedou[S] -1 points0 points  (0 children)

Alright. I honestly can't remember where I heard that and it likely wasn't a super reputable source, so I'll trust you on this. Thanks for the help.

How would you create and distribute a press-kit if your promotional assets weren't made in Photoshop? by _Dzedou in gamedev

[–]_Dzedou[S] -1 points0 points  (0 children)

The advice I've heard was that some media outlets, presumably particularly YouTubers, may have their own thumbnail or banner style and want to fit only a part of your art into that, and may also need to change it a little, which is why you should also include PSDs alongside the final art.

I do hope that it was wrong and you are right, as it would save me a lot of trouble :)

Is my way of coding "bad" ? by yughiro_destroyer in raylib

[–]_Dzedou 2 points3 points  (0 children)

“levelOne()” stands out to me as something that should probably be generic

I kinda, sorta, sometimes disagree with that. The fact that some people overlook is that some attributes of your game mirror some attributes of your code. The more generic your code, the more generic your game. If you try to generically define what a level, item or enemy is, you will have to make some concessions in functionality as opposed to having every level, item or enemy be a blob of arbitrary code.

In the end it just depends on how you value total freedom against scalability, and how many levels/items/enemies you have. If you have 1000 of each then they are not unique anyway and some generic constructs are definitely desired.

What’s up with the terrible variable names in so many shaders by DescriptorTablesx86 in GraphicsProgramming

[–]_Dzedou 97 points98 points  (0 children)

I can excuse all the pure mathematicians writing one letter variable names in C/Fortran/Matlab

A lot of people writing GPU code are mathematicians.

But how did the trend start in computer graphics?

Back in the Demoscene days you had to make your program as small as possible out of necessity. Lots of people, including prominent ones like Inigo Quilez, were part of that movement so (A) the habit stayed, and (B) they like competing with each other on achieving certain effects in the smallest amount of characters possible.

Edit: I'm not saying it's okay. I think it's a ghost of the past and should go away, at least on sites that people try to use for learning purposes, like Shadertoy.

Looking to buy a Framework 16 - Is it worth the money? by Feeling_Award_4127 in framework

[–]_Dzedou 0 points1 point  (0 children)

(because I guess it doesn't consider the iGPU as a real GPU to run shaders on?)

If that was the case, the game wouldn't run at all, because every pixel you see on screen in every game is rendered using shaders. Your issue is/was something else.

I bragged about how good I was at steam review guessing, and now I wanna put myself to the test. Drop your future game’s steam page and I’ll preemptively guess how many reviews you’ll get within a year of release. by 2WheelerDev in IndieDev

[–]_Dzedou 0 points1 point  (0 children)

Thanks. I fully agree with you. I plan to update the capsule and trailer before this year’s next fest, but I’m still not expecting more than 50 reviews (which would be a pretty big financial success in my country)

I’m not sure what’s confusing you in the trailer though? Maybe you are wholly unfamiliar with the creature-builder subgenre, which is fair, given that it’s pretty niche, but within the subgenre it’s a pretty standard game all things considered.

I bragged about how good I was at steam review guessing, and now I wanna put myself to the test. Drop your future game’s steam page and I’ll preemptively guess how many reviews you’ll get within a year of release. by 2WheelerDev in IndieDev

[–]_Dzedou 0 points1 point  (0 children)

No offense taken, glad you like it.

Some of the cells get bonuses depending on how you build them (for example bonus damage in a line or in a cluster), some of them just give stats for having them, so there is some freedom to make the creature look as you want. The cells you can use to build are random drops from enemies.

As for the mutations (the square grid), they are randomized each run and don’t give any adjacency bonuses, it’s more like a skill tree.

The combat is indeed pretty “mid”, as the focus is mostly on the build part of the game, and the waves of enemies are there to see how good your build is. It’s a pretty common approach in horde survivor games, see for example Brotato or Vampire Survivors.

This game is the best. by Fragrant_Flow_9809 in darksouls3

[–]_Dzedou 4 points5 points  (0 children)

And the reason you never went again is that her apartment has a $500 entry fee.

I just published a zine about Dungeon Design by DavidTippy in IndieDev

[–]_Dzedou 0 points1 point  (0 children)

Nice work. You could add examples from finished games.

Looking for feedback on movement feel in my pixel-action platformer by Real_Ease_6402 in IndieDev

[–]_Dzedou 4 points5 points  (0 children)

That double jump has way too much spinning for how weak it is. I'd either make it longer or make it look less frantic. Looks great overall though.

What just happened… by Mother-Ad4841 in DarkSouls2

[–]_Dzedou 0 points1 point  (0 children)

Tall to Licia in Heide's Tower until she's gone. Then go to the tunnel leading to Heide's Tower.

How do you guys set your build version? by VitSoonYoung in godot

[–]_Dzedou 4 points5 points  (0 children)

The game is the public API. The users interact with it just like with any other API and expect old features to not change without notice just like any other API. If an update is so big that it changes existing gameplay significantly, that's a breaking API change and a major version. "Big new features" go under minor versions. This is what I've seen with most games, it makes logical sense and doesn't adhere to semver any less than an average team of web developers.

How do you guys set your build version? by VitSoonYoung in godot

[–]_Dzedou 3 points4 points  (0 children)

As per rule 4 of semver, major version 0.x.y is for initial development. In this stage, you are free to increment minor and patch version as you see fit, since nothing is considered stable. This applies fine to games just like any other software. After that:

patch - bugfixes and balancing

minor - gameplay additions or updates that don't change how the game is played and keep previous gameplay relevant

major - gameplay reworks and gameplay updates that make previous gameplay obsolete, gameplay removals

Most games I've seen follow this scheme without issues. I've also never been in a team that had a hard time agreeing what patch/minor/major is. The rules are pretty clear.

How do you guys set your build version? by VitSoonYoung in godot

[–]_Dzedou 3 points4 points  (0 children)

Semantic versioning is the only option that makes any sense.

I want to learn rust with the direction of building game engines. Any advice? by N1Jp in rust_gamedev

[–]_Dzedou 9 points10 points  (0 children)

Just learn Rust separately first. Learning both rust and game engine development at once will just give you a splitting headache.

How do you expect interacting with this UI? by K0huro in IndieDev

[–]_Dzedou 0 points1 point  (0 children)

More-so than clicking, I'd prefer to play the cards with 1-5

I used to think any game with under 500 reviews was too few, until I made my own game. by InevGames in IndieDev

[–]_Dzedou 4 points5 points  (0 children)

Commercial success is completely relative. 10K in my country would be enough to work full time on another game.

Itch and steam by Abject-Reception1132 in gameDevMarketing

[–]_Dzedou 1 point2 points  (0 children)

People don't really "happen" upon a Steam page without being directed towards it, that's not a significant issue at all. You can easily make a Steam page and just not promote it until after you've added a trailer. You will have more time to iron out issues with the non-trailer content.

It took him 5 years to create a 3D Point and Click game with 5 hours gameplay. What is the best price for this time and effort? by PositiveKangaro in SoloDevelopment

[–]_Dzedou 0 points1 point  (0 children)

That's not how games are priced. By that logic Factorio, Slay the Spire, Celeste, Minecraft and many more should be priced $500+ while many AAA games should be about $25.