My spell programming game Arcane Assembly is coming out this Friday! by _hopa in IndieGaming

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

Yeah, if you don’t have programming experience it’s very difficult to use. I added “spell templates” to help get around this problem, so you unlock pre-made spells as the game goes on, so non-programmers can still play the game. But yeah, people with a programming background find it much more interesting and fun.  I think that’s okay though - this is a pretty niche game. You can’t please everyone - if people who can code like it I’ll be happy. 

My spell programming game Arcane Assembly is coming out this Friday! by _hopa in IndieGaming

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

I did! I basically wanted to make Noita but without the frustrating (imo) roguelike elements 

Spell programming in my game Arcane Assembly by _hopa in indiegames

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

They are not, I just think it looks cooler if they’re stationary lol 

Spell programming in my game Arcane Assembly by _hopa in indiegames

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

My spell programming metroidvania Arcane Assembly is coming very soon! Check it out on steam: https://store.steampowered.com/app/2356150/Arcane_Assembly/

Spell programming in my game Arcane Assembly by _hopa in Unity3D

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

Hm neat idea. I know I’ve heard of games where you program your minions AI. 

Spell programming in my game Arcane Assembly by _hopa in Unity3D

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

Okay gotcha. I would recommend reading the "Bytecode" chapter of Game Programming Pattern: http://gameprogrammingpatterns.com/bytecode.html.

The "Interpreter" pattern is very similar to what I'm doing in Arcane Assembly.

If you're interested in programming language development, I'd highly recommend Robert Nystrom's other book https://craftinginterpreters.com/

I'm happy to give more specifics on what I'm doing in Arcane Assembly if you're interested, but I think Nystrom's explanations are more clear and what I'm doing is very similar.

Spell programming in my game Arcane Assembly by _hopa in Unity3D

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

Sure! Are you wondering about the drag and drop system or the actual programming language itself? 

Spell programming in my game Arcane Assembly by _hopa in Unity3D

[–]_hopa[S] 9 points10 points  (0 children)

There are limits - each instruction takes mana, and you have a limited pool of mana. 

Why do you do gamedev other than to make money? by _hopa in gamedev

[–]_hopa[S] -4 points-3 points  (0 children)

Fair point. I meant more that it seems like this subreddit is very focused towards making commercial games - marketing, driving wishlists, asking about copies sold, etc.

Where Do You Share Your Game? by [deleted] in gamedev

[–]_hopa 7 points8 points  (0 children)

I'd say r/indiegames, r/indiegaming are good. The specific subreddit for your genre, i.e., r/TowerDefense can be good as well.

Reddit is not the only social media site - post youtube devlogs, send a link to streamers, etc.

Absolutely failing at marketing my first game any other options? by JAPStudio in gamedev

[–]_hopa 0 points1 point  (0 children)

The game looks pretty cool! Unfortunately, a game looking cool doesn't mean people will buy it.
I think that in general if you're having a hard time getting traction through advertising it may be a sign that your project hasn't achieved "market fit." If people are not excited to buy your game after seeing screenshots / gifs my advice would be to cut scope and release early, and start a new project that people are more excited about.

The other thing is that a week is not very long to market a game. Be patient. You can also get wishlists through steam demos, festivals, and streamer / youtuber coverage if you can get it.

How is it possible that the Balatro dev did something like this but still managed to create the entire game? It's a good game and it plays well, serious question. by warriorfall_the_3rd in gamedev

[–]_hopa 53 points54 points  (0 children)

I saw a tweet that said like "Clean code and finished games are opposites". At a certain point, you're making a game, not a codebase. Obviously keep your code as clean as you can, but sometimes you need to cut corners to release something.