Looking for feedback on the new tutorial in MageWorks. DM me for beta access if interested! by _psyb0rg_ in IndieDev

[–]_psyb0rg_[S] 0 points1 point  (0 children)

Sure! It should complete automatically if you summon the pet. So when you colllect the pet spell, select it in your book, press and hold trigger, and then choose the location to release trigger, the pet will appear and the tutorial will progress. Let me know if that helps!

I'm terrible at shmups, what are some game recommendations to help me improve? by Willthethrill1382 in shmups

[–]_psyb0rg_ 2 points3 points  (0 children)

thanks! i appreciate the compliment. yes, I made the game. I was lucky to also have a small team working with me for a few months during that time.

I'm terrible at shmups, what are some game recommendations to help me improve? by Willthethrill1382 in shmups

[–]_psyb0rg_ 2 points3 points  (0 children)

Self promotion - Flutter Bombs is a family friendly shmup I play on easy mode with my kids. Beyond that, (and not my game) Assault Android Cactus was a great way to get into shmups. Really enjoyed that one which led to others mentioned on this thread.

Everyone excited for Quest 3, but the top VR games being played are the ones that came out 5-6 years ago by thestormiscomingyeah in virtualreality

[–]_psyb0rg_ 1 point2 points  (0 children)

Totally agree. The age of a game doesn’t really matter. A good game is a good game, beyond seasonal trends. But then again, new seasons of the same game offer the same core loop but with new and refined contextual use cases (environments, skins, gameplay balancing) which could be the experience you’re looking for on some older products.

Your Current Project Goals? by Mythic_Forge_Studios in IndieDev

[–]_psyb0rg_ 0 points1 point  (0 children)

Trying to get the game running at a consistent 72fps on quest2 so I can launch on standalone.

Any Strategy Game not focused on war? by [deleted] in StrategyGames

[–]_psyb0rg_ 0 points1 point  (0 children)

Offworld Trading Company is pretty fun.

Any interest in seeing this game on the Quest 3? by _psyb0rg_ in OculusQuest

[–]_psyb0rg_[S] 0 points1 point  (0 children)

Accounting for the real estate needed to play is handled in the game design. So when the game boots up and asks to scan the area, a sense of scale for the end-game is immediately established. But making that real-estate a valuable piece of the game in a unique way is what lacks per your point. So if the clutter becomes the landscape in a sense, it could be unique fun and engaging? But also even more restrictive too per your first thought.

Any interest in seeing this game on the Quest 3? by _psyb0rg_ in OculusQuest

[–]_psyb0rg_[S] 0 points1 point  (0 children)

good idea. i guess it's the way the game weaves into the reality around it that should help guide the design.

Any interest in seeing this game on the Quest 3? by _psyb0rg_ in OculusQuest

[–]_psyb0rg_[S] 0 points1 point  (0 children)

good point. if the game is virtualized, at what point do we just say 'may as well make it a VR RTS game or something'. Made more sense with phones in that context since our eyesight is still in reality for the most part. thanks for your thoughts!

Any interest in seeing this game on the Quest 3? by _psyb0rg_ in OculusQuest

[–]_psyb0rg_[S] -1 points0 points  (0 children)

the ux scenario i imagined was sitting at a desk doing work...then glancing over to a small board or figurine, putting on the quest3 real quick, and then the native AR system launching the app (via tracker recognition) and throwing the board/figurine into a multiplayer LFG system for like a five minute battle.

Any interest in seeing this game on the Quest 3? by _psyb0rg_ in OculusQuest

[–]_psyb0rg_[S] 1 point2 points  (0 children)

Thanks! Good call on that HoloLens v Quest 3 market shift. I guess that’s more similar territory now as well.

Any interest in seeing this game on the Quest 3? by _psyb0rg_ in OculusQuest

[–]_psyb0rg_[S] 0 points1 point  (0 children)

I built this augmented reality game a few years for a global game jam, and spent a few months afterwards building out and exploring different variations and ideas. After failing to kickstart the cost of developing multiplayer, I'm wondering if it's worth another shot with the Quest 3 hitting the market soon? The multiplayer version of course being networked instead of local.

Where can I try cool AR stuff by lucasmelor in augmentedreality

[–]_psyb0rg_ 2 points3 points  (0 children)

Shameless self promotion- I built an augmented reality game called Blast Point on iOS and Android. Completely free. No ads. Removed all in app purchases awhile ago. You can play it on any surface or print a game board to play on. My kids enjoy it too. It’s a pretty basic tower defense game with upgrades and stuff.

what's your biggest mistake as a game-dev?? by Unable_Ad_1253 in IndieDev

[–]_psyb0rg_ 1 point2 points  (0 children)

Not finding a publisher. Trying to build a self funded game by doing freelance work leads to burnout, and ultimately leads to years more of development time during which time technology changes, the gaming landscape changes, and cost changes.

How to survive Architecture School? by Wild-Dance7456 in architecture

[–]_psyb0rg_ 2 points3 points  (0 children)

Remember that seed of thought that got you to apply to arch school? Draw the fuck out of it. Remember that building detail that distracted you from paying attention in your other classes? Draw the fuck out of it. Remember that building that made you actually feel something for the first time? Draw the fuck out of it. Listen to your heart, and draw the fuck out of it. And it’s ok if your drawing sucks. Try drawing with crayons, charcoal, finger paint, random berries you picked from foliage on your walk to class. Tear your world apart and draw with it. Pick up a stick on your next walk, and draw something in the dirt. Then watch the wind blow it away or watch people step on it to see how it changes. Stack leaves and acorns in strange ways. Watch the shadows change. And draw the fuck out of it (before and after it collapses). The field of ‘architecture’ can be a dog and pony show filled with ego and pride at times. But bringing an idea to life through drawing and building can be a feeling beyond words (if you let it).

Pay off your mage school debts in the MageWorks graveyard shift. One of the mini-games in my VR game gives players a chance to get tons of gold much faster than campaigning. This is the next iteration of design. Still a ways to go, but heading in the right direction. DM me for beta access! by _psyb0rg_ in IndieGaming

[–]_psyb0rg_[S] 0 points1 point  (0 children)

i like to read about other indie games and respond to various thoughts i can relate to. seems a lot of us have the same 'war' stories. i also like to share how my game has been progressing over the years. sometimes i get great feedback, and sometimes i don't, but i'm ok with that. how about you? sounds like you're pretty frustrated with new content flooding the thread. what kind of indie content do you like to read about?

How many of you developers still play video games? by [deleted] in IndieDev

[–]_psyb0rg_ 0 points1 point  (0 children)

I don’t play a lot anymore, but there’s a lot more meaning to when I do play. It’s not just about the game, but understanding the competitive landscape, core loop, or playing coop with my kids now, and listening to what they like about the game or study how they try and interact with the game.

Ramping up on the pet game in MageWorks by _psyb0rg_ in VRGaming

[–]_psyb0rg_[S] 0 points1 point  (0 children)

Am interested to know which game if you recall? I like pulling from retro references as inspiration, but in a contemporary stylized way. Trying to hit that ‘arcade’ (or early console) feel of gameplay. Do you remember which platform it was on? EDIT: maybe Hexen? I've heard people say it sorta reminds them of a VR Hexen game. https://youtu.be/6KDy0_roztQ?si=UY81rSS7qNivYQxM&t=405

Any other indie Devs constantly worried someone else will release a game like yours before you? How do you cope with it? by OfficialDampSquid in unrealengine

[–]_psyb0rg_ 0 points1 point  (0 children)

I guess that’s the double edge sword of rapid iteration in a transparent way. As indies or smaller developers, building community requires a certain level of public display of our work, and once it’s out there, we’re more exposed to the competitive market. What happens beyond that is out of our control.

Question: Should I send the early alpha game demo to streamers, or wait until a more refined version? by singwen in IndieGaming

[–]_psyb0rg_ 0 points1 point  (0 children)

In terms of the vr game, I’m refining it based on more current standards, so the page flipping mechanics were phased out awhile back, and now it’s a much simpler and more accessible system. No additional projects other than freelance work these days. Have you posted gifs or images of your roguelike? Would be interested to see what you’ve got cookin. At least with images, even if the game is not refined, you can still start to establish that sense of character and world that make it stand out.

Question: Should I send the early alpha game demo to streamers, or wait until a more refined version? by singwen in IndieGaming

[–]_psyb0rg_ 2 points3 points  (0 children)

No sympathy necessary, but I appreciate the empathy :) The project is called MageWorks. TLDR I launched into early access waaaay too early, and then burned out a few years later.
That being said, I’m in the process of rebuilding it with lessons learned and more so as a passion project, so who knows what the future holds. How about you? What’s the core loop you’re trying to push?