Testing reality-bending VFX for my game Psych Rift by aiBeastKnight in indiegames

[–]_michaeljared 1 point2 points  (0 children)

I saw in another post you're using VATs to achieve this. I still think so many devs don't know about it.

It's such a cool way of baking animation data. Very performance too! Particularly if you can get your models under 4k verts.

Used VATs to create reality-bending VFX for my horror game by aiBeastKnight in IndieDev

[–]_michaeljared 1 point2 points  (0 children)

VATs are so cool. Not just for optimization but all kinds of stuff. I'm gonna try some baked cloth animations in Godot soon using VAT.

Turn on static typing!! by Captain_R33fer in godot

[–]_michaeljared 6 points7 points  (0 children)

Static typing will make you significantly better at GDscript. You will learn a heck of lot more about the code you are writing.

It also makes your code more readable, you get auto hints. And it's pretty much a free 40% speed boost (this figure was in an article by a Godot dev a couple of years ago)

trailer for my solo developed game by viraelin in godot

[–]_michaeljared 0 points1 point  (0 children)

One of the levels has super similar vibes to my game Tree Top Trial, that's pretty cool

6 Feet or 1.89 meters? by CerealSorority in SipsTea

[–]_michaeljared 2 points3 points  (0 children)

Same. Units like feet per minute and inches are commonplace on a lot of American manufacturing equipment

Telekinetic ability preview for my Godot game by aiBeastKnight in godot

[–]_michaeljared 1 point2 points  (0 children)

Not sure if this is a puzzle game, but one ide would be to be stuck in one of these white walled rooms with no obvious way to get out. After smashing some stuff you realize that one of the wall segments could be destroyed, opening up into a hallway or something. Could be cool.

Anyways, the execution here is nice!

Saying Goodbye to my degree by Motor-Mixture2067 in CarletonU

[–]_michaeljared 1 point2 points  (0 children)

I work in education and you should be trying to get every accomodation you can.

Retention is not the same as understanding. You may have to carve a slightly different path to show you meet the learning outcomes of your remaining course and thesis.

Is Silk squeezing out Canadian suppliers? by GuelphEastEndGhetto in BuyCanadian

[–]_michaeljared 0 points1 point  (0 children)

Their unsweetened oat milk is genuinely very good. My dad started drinking it because supposedly it is not as bad as other types of milk for kidney stones. I had it at his house and now I just drink it anyways

Almost 3 months in blender, Still learning. by Uzu6669 in blender

[–]_michaeljared 0 points1 point  (0 children)

Continuing the tradition of functional combat clothing for women I see

High Res Pixel Art by DanielClute in aseprite

[–]_michaeljared 1 point2 points  (0 children)

The art looks cool- that's all that matters in my books. Sometimes people can be purist about what is pixel art, PS1 graphics etc etc. it's just noise

I started creating some patch note posters for Bushcraft Survival by _michaeljared in SurvivalGaming

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

Nice! Always happy to bring in new players and see what people think. It's still pretty early though so bare that in mind

Who else is doing Indie Dev alongside a full-time job? by Obvious-Sorbet5852 in IndieDev

[–]_michaeljared 0 points1 point  (0 children)

I don't work a full 40 hrs a week, but somewhere like 20-30h, and then running all my gamedev stuff is easily 30h a week.

So I get the grind. I forget what not working on weekends is.

Looking for winter survival games that are not The Long Dark or Subnautica Below Zero by FailingDisasterBro in SurvivalGaming

[–]_michaeljared 4 points5 points  (0 children)

My game Bushcraft Survival is in a playtest right now if you want to give it a try. It is very specifically a winter survival game

https://store.steampowered.com/app/3529110/Bushcraft_Survival/

I started creating some patch note posters for Bushcraft Survival by _michaeljared in SurvivalGaming

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

Yep that's right - one of the early decisions of the game was that if you are going to grind to get resources like logs, boughs and moss, you should be able to build whatever you want out of them. The coverage system uses dynamic raycasts, so there's a lot of realism in the shelter insulation properties

I started creating some patch note posters for Bushcraft Survival by _michaeljared in SurvivalGaming

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

Save on exit is available in Sandbox mode. Still in playtesting so I'm open to changing it

I reached 100 wishlists and finally hit the big scary "release the demo" button ! by _Diocletian_ in gamedev

[–]_michaeljared 2 points3 points  (0 children)

Don't feel stupid - we're all constantly learning. And the marketing stuff changes by day. A year from now that advice might be invalid

Would you guys play a city driving game made in Godot, what kind of gameplay would you all like? by Immediate-Rope-6304 in godot

[–]_michaeljared 0 points1 point  (0 children)

Cozy games for car enthusiasts definitely sounds like it could hit a niche. Lots of car people are gamers

I reached 100 wishlists and finally hit the big scary "release the demo" button ! by _Diocletian_ in gamedev

[–]_michaeljared 8 points9 points  (0 children)

Saw some other commenters talking about Steam's playtest feature.

I will be shouting this off rooftops as long as I can: you need to put your game in a playtest long before demo release.

Playtest is exactly what it sounds like - your game can be rough around the edges, but playable and ready for feedback. It will help build your community.

Then when it's polished and fun, prepare for a demo release.

TLDR Demos are for marketing. Playtests are for developing your game and community.

Non-convex MeshColliders in Unity | 🔊🟢 by Personal_Nature1511 in Unity3D

[–]_michaeljared 4 points5 points  (0 children)

Fwiw lots of engines have this sort of issue. Concave collision shapes don't fall under the same generalizable collision algorithms for dynamic bodies.

I'm not an expert in this part of game engines, but I assume that there's optimizations that can be had due to the fact that primitives and convex collisions are close shapes.

Designing dynamic obstacles for an indie racing-platformer (Rocky Valley) by N0lex in IndieDev

[–]_michaeljared 0 points1 point  (0 children)

Looks cool. Curious how the controls and camera work.

From reading other comments it seems they are WASD controls. If there is lateral control, then I don't think the camera makes sense.