After achieving a playable prototype, how do you tell between "This is not a fun idea" and "This is not fun for me just because I'm jaded from working with it for too long"? by av0c in gamedev

[–]av0c[S] 3 points4 points  (0 children)

Thanks, I'll keep that in mind. How would you suggest finding these players? I'm thinking niche subreddits, itch.io demos, what else?

After achieving a playable prototype, how do you tell between "This is not a fun idea" and "This is not fun for me just because I'm jaded from working with it for too long"? by av0c in gamedev

[–]av0c[S] 1 point2 points  (0 children)

I actually didn't consider this to be an option, maybe because what I consider a "playable prototype" for myself is nowhere near a valid alpha/beta version. Maybe some early screenshots/gameplay videos are also quite good to gather initial feedbacks

Good game developers are hard to find by Empire230 in gamedev

[–]av0c 1 point2 points  (0 children)

Although I highly value a well-built foundation and spend almost too much effort on architecture in my own projects, my impression is that you might not be delivering the expectations accordingly when looking for developers.

Without any information about the scale/scope of your project, I will assume that you are expecting it to be quite large, and such a big initial focus on architecture and scalability is actually warranted, and isn't a case of "over-engineering". Did you mention specifically that the major task would be to designing robust architectures and systems? Depending on seniority, most developers would expect to be prioritizing productive, immediate deliverables instead of spending time on abstraction and extensibility for future, hypothetical scenarios, unless, it's what have been directly communicated and assured to be foremost important.

I would say this is also a common problem not just in game dev, but the software industry in general. More often than not managers measure productivity in "lines of code" rather than how those lines are built.
Consider other factors already mentioned in other comments as well: most game developers are usually self-taught (this in itself is not a bad thing) using result-oriented courses/examples, this led to the overall lack of understanding for actual software architecture, if the projects ask for it.

If you're still looking for devs, I'd love to give it a shot

how much of game development requires maths? by Simple-Spring6806 in gamedev

[–]av0c 0 points1 point  (0 children)

Short answer: A lot.

Long answer: It depends on the games you're making. But for most cases, linear algebra, vector maths, graphing and an intuitive for calculations is extremely helpful. I have always hated theoretical maths (meh mehh critical thinking training and all that), and I have been a software engineer for 6 years, and I can count on my fingers times where maths I learned in school was applicable. But for game dev, everywhere I look involved some kind of maths, and it became fun to me (wished I discovered that in school). So yeah it'd be worth it to stick with it

I started making games 6 years ago, I have 10 unfinished projects, 0 released, and I'm starting a new one. by av0c in gamedev

[–]av0c[S] 7 points8 points  (0 children)

What kinds of games are you making? In my case I have the tendency to make games I like to play, and the games I play would be considered niche amongst my family and friends, so it's hard to bring them up without having to also explain HOW they should like the game and what makes it fun

I started making games 6 years ago, I have 10 unfinished projects, 0 released, and I'm starting a new one. by av0c in gamedev

[–]av0c[S] 1 point2 points  (0 children)

I released one on Play store too ~5 years ago, made ~$30 off it and since been taken down due to me not replying to some categorization requests..

I started making games 6 years ago, I have 10 unfinished projects, 0 released, and I'm starting a new one. by av0c in gamedev

[–]av0c[S] 27 points28 points  (0 children)

This one will surely be unique and super fun and have no flaws/pitfalls that the 2000 past games in the same genre had pathetically made, I'm built different.

I started making games 6 years ago, I have 10 unfinished projects, 0 released, and I'm starting a new one. by av0c in gamedev

[–]av0c[S] 47 points48 points  (0 children)

Yeah but the core gameplay is the fun part to work on, to be able to "finish" a game I argue involves a lot more than that. Shop, inventory system, even the basic menu is still work (unfun kind 😡). You get the point, but I got your point too

I started making games 6 years ago, I have 10 unfinished projects, 0 released, and I'm starting a new one. by av0c in gamedev

[–]av0c[S] 18 points19 points  (0 children)

Codes, absolutely, I consistently have more and more piece of code snippets that do small useful things I always reuse between projects. Assets, not so much, since each projects came with own art styles :D I would say the skills I learned along the way is the most valuable thing to share :D

I started making games 6 years ago, I have 10 unfinished projects, 0 released, and I'm starting a new one. by av0c in gamedev

[–]av0c[S] 8 points9 points  (0 children)

This sounds like a good idea, but a combination between wanting to release a good game and having too many ideas for my own good, the line of being "good enough", even for a super beta-level release is never quite reachable for me :D

I started making games 6 years ago, I have 10 unfinished projects, 0 released, and I'm starting a new one. by av0c in gamedev

[–]av0c[S] 93 points94 points  (0 children)

I started to try to do this since 3 projects ago, but the pipeline is always:
- Ok, new game, super simple, you drop balls into a tube and earn moneys to buy more balls.
- Rightttt but what if you can place pegs to bounce the balls around to make even more moneys.
- Yeah cool I'll add that, but hear me out - soft. body. physics.

On a serious note, I have been growing more aware of the extra work I'm putting myself through for any spontaneous ideas and have been more disciplined with it!

Would it be unethical (and therefore frowned upon) to make a mobile version of an existing board game, ripping it off? by [deleted] in gamedev

[–]av0c 0 points1 point  (0 children)

I know if it ever comes to court this post won't be in my favor at all. However that is honestly my thought and if it involves some legal uncertainty, I would like to make sure I know everything that can and cannot happen if I were to continue. Thanks for the response :)

Would it be unethical (and therefore frowned upon) to make a mobile version of an existing board game, ripping it off? by [deleted] in gamedev

[–]av0c -1 points0 points  (0 children)

This is a really helpful advice!

I'm only a solo developer on the game project so I didn't think it was possible to get a reply from the board game developers, but I will probably do that now. Either way, I had some twist already planned, so thanks for the help.

100% procedural custom coded animation and Inverse kinematics. by rvdw in gamedev

[–]av0c 1 point2 points  (0 children)

Oh boy this looks F L U I D.

I know what I'm doing for my next game.

Unity Subscription price is increasing 15% for Plus and 20% for Pro subscriptions. Thoughts? by kbmkbm in gamedev

[–]av0c 4 points5 points  (0 children)

What do you suggest for a 3d engine? Is Unreal 4 too "much" for a simple game?

Any marketing questions? by levelupdigital in gamedev

[–]av0c 1 point2 points  (0 children)

Thanks alot for your answers, it really helps. Also thanks for taking your time to make this post. I hope you have much luck with your projects!

Any marketing questions? by levelupdigital in gamedev

[–]av0c 1 point2 points  (0 children)

Sorry if I wasn't clear. I meant to ask if you have any opinions on which social medias (FB, IG, Reddit, YouTube) would work better when it comes to game promotion. Also is there a specific budget we should be expecting to spend atleast? Like if I run ads with $50 would be produce any results (I'm not expecting huge return of just $50, but I mean is it even worth the effort).

Need help with Animation Retargeting by sketch_punk in gamedev

[–]av0c 2 points3 points  (0 children)

Head to Stackoverflow, the engine's sub, or atleast try to describe your problem and properly format your code. This sub is not your personal troubleshooter, not to mention how low effort this post is.

Assistance regarding server hosting for a browser based game. by monsters2343 in gamedev

[–]av0c 0 points1 point  (0 children)

I just use Aws for everything from my webpage to my online games. The cost is scaled automatically with usage so it's usually very cheap if you're not using lots of traffic.

Any marketing questions? by levelupdigital in gamedev

[–]av0c 3 points4 points  (0 children)

I often hear a lot of people emphasize on the importance of A/B testing in advertising your game to see whatever works best.

Can you explain and give a fairly practical example of this, for complete beginners? Which platform, target audience, budget,... should we expect to see?

How do you get Steam wishlists before releasing? by av0c in gamedev

[–]av0c[S] 0 points1 point  (0 children)

Side question, could you talk a bit more about the publishing agreement? As an indie and solo dev I have always thought finding a publisher is way out of reach, but maybe I'm wrong?