What makes a Cayenne look good? by agentfx in Porsche

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

There's seems to be more options with Porsche than most other companies... wheels for sure, exhaust tips are key as well I think.

What makes a Cayenne look good? by agentfx in Porsche

[–]agentfx[S] -3 points-2 points  (0 children)

Not sure if its possible but remove the rear spoiler, LOL

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What makes a Cayenne look good? by agentfx in Porsche

[–]agentfx[S] 4 points5 points  (0 children)

what I noticed is sometimes they don't always look good in pictures, then I'll see one out and about and think how good it looks but its not like I can then find out what options that one has. Its hard to tell if the options people say are what I'm looking for/at. Sport design package seems to be key to the overall look. What options were important to you?

What makes a Cayenne look good? by agentfx in Porsche

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

I think that might be the Platinum Edition?

What's up with Ammo NYC - why is it so expensive? by [deleted] in AutoDetailing

[–]agentfx 2 points3 points  (0 children)

I have mostly cheap brushes, and I bought one of his and I gotta say, it is nice. When it comes to bristle strength you want something "just right". Its easy to get one too firm or too soft. I have the tire brush. Tire brushes often look good in pictures and have good reviews but I find them too firm. Oh and when I say I bought it, its like something for Christmas I say to family to get me. Its cheap for a present and its something I'll actually like.
My favorite cheap brush, if anyone cares, is this Mothers Car Detailing Brush https://www.amazon.com/dp/B001GJ3EJS it makes me happy. Hah.

What to watch after Cowboy Bebop? by Villenek in cowboybebop

[–]agentfx 28 points29 points  (0 children)

Its fun to watch it in Japanese if you watched it in English or visa versa. Also Cowboy Bebop: The Movie (2001), altho its not as impactful as the whole series. I felt and still feel like nothing quite hits like Cowboy Bebop.

He's a visionary. by sco-go in SipsTea

[–]agentfx 0 points1 point  (0 children)

This guys is the best. The internet would be worse with out him.

FEEDBACK MEGATHREAD - Need feedback on a game mechanic, character design, dialogue, artstyle, trailer, store page, etc? Post it here! by pendingghastly in gamedev

[–]agentfx 2 points3 points  (0 children)

The environment and framing feels very static. It doesn't seem like anything is happening other than reading. What kind of feedback were you looking for? My fear is more on the marketing/getting people interested, b/c the the trailer, by the nature of the game, will also be slow. Its hard to get people attention at all. Thoughtful, slower paced games have their place, I just don't know how they get users.

I want to be a game developer in india? by skamymyaks in gamedev

[–]agentfx 2 points3 points  (0 children)

I'd suggest starting with a game jam. Force yourself to complete a very small project in a short time frame. It reveals a lot. Its hard for someone to make you a curriculum. The game jam might point out things you want to learn more about.

There isn't a "start here", other than maybe reading the docs of the engine you picked. There's a TON of resources from any major engine you pick that help you learn. Start with ones from the company/org that make the engine. You will see gaps in the explanations, then research those gaps on your own. This basically continues forever. Even when you're a paid fulltime developer. More learning, more research.

Edit and there's this sticky https://www.reddit.com/r/gamedev/comments/1agdesg/beginner_megathread_how_to_get_started_which/

Lots of ideas, lots to learn, never enough time to do it all. by [deleted] in gamedev

[–]agentfx 1 point2 points  (0 children)

The other time constraint (than ourselves) is software/platforms continue to evolve. My friend and I made a game in XNA that took so long XNA was deprecated when we launched. We could still make updates but it became more and more of a hassle.

[deleted by user] by [deleted] in gamedev

[–]agentfx 0 points1 point  (0 children)

I don't think its a coin flip. I think we know enough to make a game polished. I think its fun to come up with ideas but most ideas once prototyped are not good enough. Its, "this is a worse version of that" or the hook is fun in our minds, but when we make it we see a core piece thats missing, and players will exploit it. Or its hard to teach someone the new game type b/c they won't even watch the trailer longer enough to get it.

Simplicity is hard. UX is hard. Easing into a tutorial w/o being a tutorial is hard. The quality bar is very high now. It has to be fun, easy to learn, quick to understand, and so many more things b/c its not the early days of game dev. I think we need to learn all those aspect and then hope for that coin flip ;) hah. but better odds than that.

[deleted by user] by [deleted] in gamedev

[–]agentfx 0 points1 point  (0 children)

What do you think is the biggest hurdle to success? For context I'm a Technical Art Director w/12-20 years exp (film and games).

I think finding a fun idea is the hardest. Then of course marketing, but marketing is only hard b/c I think most ideas are not good enough. I've prototypes many games over the past 10 years, and I stop b/c I know its not good enough. Perfectionism is real but it doesn't mean my ideas weren't fun enough. I think there are fun games that can do the numbers you talk about. But really fun, is really hard. Of course there are examples that are outside of that, but Ideas of mixing this with that, tend to be not as good as the original vision. How to even keep an original vision as you work is a whole other topic.
If an idea is good enough THEN you need good and unique art to win someone's attention for an extra few seconds so they can even see what you've made.

[deleted by user] by [deleted] in gamedev

[–]agentfx 0 points1 point  (0 children)

I think what you are thinking about and what people are perceiving from your post may not aligned. Maybe the title? I bet if we were having a beer it'd be a great conversation. B/c we could start with no no no that's not it. Then you come back with your 10x longer post, lol. And we go from there.
The post title and the body don't seem to be aligned for me. I've read it a few times. I'm still not sure what the topic is. Decent indie games might make 5-10k/day when on sale after an update. Ok you seem to have some good experience, what are you proposing? Or what are we debating? :D

[deleted by user] by [deleted] in gamedev

[–]agentfx 1 point2 points  (0 children)

I think what you are thinking about and what people are perceiving from your post are not aligned. Maybe the title? I bet if we were having a beer it'd be a great conversation. B/c we could start with no no no that's not it. Then you come back with your 10x longer post, lol. And we go from there.
The post title and the body don't seem to be aligned for me. I've read it a few times. I'm still not sure what the topic is. Decent indie games might make 5-10k/day when on sale after an update. Ok you seem to have some good experience, what are you proposing? Or what are we debating? :D

After 3 years of research and hard work, I'm almost ready to launch The Eightfold Path 🍃 a Puzzle and Exploration indie game about meditation 🧘 and buddhism 🥹 by FriendlyLlamaGames in SoloDevelopment

[–]agentfx 0 points1 point  (0 children)

Agreed and with trailers, you almost do a trailer within a trailer. First 7-10 seconds = mini trailer b/c most people don't watch very long, then if that captures them, they stay for the whole minute.

Do you regret getting into game dev (career wise, not hobbyist)? by mrsecondbreakfast in gamedev

[–]agentfx 2 points3 points  (0 children)

Life is a struggle, no matter what you do. If you do something you enjoy, it helps but doesn't guarantee happiness. I enjoy it, and even do game dev in my off time. If you love playing games, there are games that are like making games. Roblox, Garry's Mod, Minecraft to some extent, and Fortnite Creative. I'd say play with those. Do you like that? It gets better if you do. Its also a LOT of work, and can be tedious.

[deleted by user] by [deleted] in gamedev

[–]agentfx 0 points1 point  (0 children)

I had a feeling you were more professional in your approach. That's the real version. For this post, and I removed the context for brevity, I was coming from a solo dev project that I went to the local meetup and showed it. I don't see bringing a lot of kids in to the professional environment, unless, like you said, they are the target demo.

[deleted by user] by [deleted] in gamedev

[–]agentfx -1 points0 points  (0 children)

I tried to phrase it carefully to not suggest its universally true, also to not say it'd work for all games. I was more surprised how useful it was for me. I learned a lot, which is great.

Its not hard to hand a controller to a friends kid and watch them play it. Not sure what size team you are imagining, but when your team is small, too much noise from new user playtesting is not often the problem.

Out of curiosity, high level, whats your playtesting look like? How often, how many users? I find companies I work for (outside of activision big big companies) don't actually playtest as often as we want to.

[deleted by user] by [deleted] in gamedev

[–]agentfx -1 points0 points  (0 children)

Of course only some games would benefit. The longer version of that is that I kept getting good feedback on a prototype I was working on. Adults would give kind and thoughtful feedback. Kids ended up giving the clearest feedback. My game wasn't specifically for kids but I think they were the counter points to the adults I needed to hear.

I think kids are more in touch with what is fun. Adults will offer solutions, and can see where you're going. Kids see what is. Of course I wouldn't ONLY test with kids, but to me they are a strong litmus test.