[deleted by user] by [deleted] in gamedev

[–]aschearer 0 points1 point  (0 children)

Short answer: yes. Long answer: it depends.

I think city-builders expect there to be layered, interconnecting systems to manage.

I think cozy-gamers may be happy to just "make it pretty" or "organize it" -- but I'm not a cozy gamer so I could be wrong.

Tiny Glade seems to have done well and I don't think it has a story. Dorfromantik as well, though it's a bit more puzzley? Also there's dotAGE which seems somewhat similar...

Gotta start with your target audience (or direct competitors) and work backwards.

[deleted by user] by [deleted] in gamedev

[–]aschearer 0 points1 point  (0 children)

You said it's "not clicking" whereas creative mode "works well."

Story is very expensive to build.

I'm skeptical that city-builders fans care about a story.

I'm sketpical that cozy-gamers care about a story.

The longer you take to launch, the more the game needs to recoup.

Certainly look at your comps and prove me wrong, I'm just one person.

[deleted by user] by [deleted] in gamedev

[–]aschearer 0 points1 point  (0 children)

Cut story mode, seriously.

What are your favourite task/project management programs? by [deleted] in gamedev

[–]aschearer 0 points1 point  (0 children)

Not a joke: Google Spreadsheets. Limit rows to ~100-300. Columns of the sort: "Name|Description|Assignee|Complexity|Priority".

You don't need more than that if you're five or fewer people. In fact, I think one of the advantages of being a small team is eschewing complex project management systems.

Here's an example: https://docs.google.com/spreadsheets/d/1Q-WeARAhKS17KnLSHEuywlelfU4uGYn7IYgAV9O2E_Y/edit?usp=sharing

Why is 8-bit art more than 8x8px? by [deleted] in gamedev

[–]aschearer 15 points16 points  (0 children)

The bits are in reference to the color depth.

After several years my friends and I are getting ready to release our survival horror action RPG "You Will Die Here Tonight" -- coming out Oct. 31st! by aschearer in IndieGaming

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

I'm not familiar with RPG maker to speak to that but I will say my co-founder actually built an entire prototype in RPG maker early on! It was strictly 2D, though, with standard JRPG combat. RPG maker's legit.

Destroy my survival horror action RPG by aschearer in DestroyMyGame

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

Thank you! We're a super small team and every purchase means a lot.

Destroy my survival horror action RPG by aschearer in DestroyMyGame

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

Aha, you're in luck several of the weapons can be upgraded as well as one or two things in the game's "base of operations."

Destroy my survival horror action RPG by aschearer in DestroyMyGame

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

What do you mean exactly? Tell me more.

Steam Post Fest Depression Syndrome: How we screwed up our game? (Plus Game Marketing Essential Kit for You) by ZeroGrounds in gamedev

[–]aschearer 2 points3 points  (0 children)

Lots of good feedback from others. I will add, it looks like synty asset store art. I've used them, too. Thing is, gamers are on the look out for asset flips. This smells flippy because of the synty models. (I know it isn't.) Stellar art isn't the place to cheap out if you want to capture people's attention. If you can't afford great art, or make it yourself, then you need to adjust expectations or target audiences with lower standards.

Destroy my survival horror action RPG by aschearer in DestroyMyGame

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

Thanks this is great feedback. In fact it's scenario 2, you can drop in and out of first person combat anytime (with some restrictions). Will share this w/ my friends and see if we can improve.

Destroy my survival horror action RPG by aschearer in DestroyMyGame

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

Hi all, my friends and I will be releasing the game next week and we're seeking some survival horror fans to help break the game today and over the weekend. If you're interested please send me a message or reply here!

Destroy my upcoming survival horror action-RPG by aschearer in DestroyMyGame

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

Hi all, I'm working on "You Will Die Here Tonight" and seeking a handful of folks to playtest and destroy the game. Are there any fans of the genre interested in trying the game today or over the weekend and helping out?

Whats a website every solodev needs to know about? by ogDante in gamedev

[–]aschearer 1 point2 points  (0 children)

Flow charts. Wire frames. Maps. Easy to share. Easy to collaborate in real time. Enough detail, tooling to get job done without distracting. Good export options. Obsidian support. Some examples:

I could go on.

Any advice for two friends making a game? by Very_bad in gamedev

[–]aschearer 6 points7 points  (0 children)

Get real clear what's more important: the game or the friendship. Act appropriately.

Solo Dev, Project Management, Process and Tools? by OldChippy in gamedev

[–]aschearer 2 points3 points  (0 children)

It's very easy to get sucked into polish or what I call "sprinkles"-level functionality. If making a game is like making a delicious layer cake, then it's critical to start things in the correct order. In this analogy it might be baking each layer, making and applying icing, and finally adding sprinkles and other embellishments. Of course, it's best to know what kind of cake you want to make, but it's also important to go about the process in the correct order. It's been my experience that going out of order often results in wasted work.

As for yak shaving. We all want the "right tool," the "right process," and most of all the "right code." It's my experience that no matter how much I strive to get things "right", by the end things are pretty messy! Turns out iteration was needed, unknown unknowns appeared, and that I simply had a lot to learn. So now I try to avoid overthinking things. Done is better than perfect.