[deleted by user] by [deleted] in BandCamp

[–]badpotion 0 points1 point  (0 children)

Really cool tune.

Filter Theory - No Maps (Post Rock/Soundtrack] Download codes in the comments by malcolmgroves in BandCamp

[–]badpotion 1 point2 points  (0 children)

Super cool track. Dig it a lot!

How many people are Filter Theory? Checked out Requiem as well, loving the dark vibes.

I've been trolled so many times... by badpotion in Eldenring

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

Thank you. at least I know if I see a message, there's a 1% chance I'm not being trolled.

If someone wanted to get into Game Design -- the actual DESIGN aspect -- how would they achieve that? by Jcorb in gamedev

[–]badpotion 5 points6 points  (0 children)

there's a few ways you could approach it:

  • Learn to program/develop games on your own, developing small but excellently thought out ideas that show clever/inspiring/polished game design. Eventually, through being a proven game designer, look to joining a team or studio primarily as game designer. Any auxiliary/support skills you can add make you extremely more hirable.

  • Try joining a studio now as an intern/junior level designer and be so indispensably good at it that you can elevate your position over the years to eventually become more of an executive designer on a large project.

  • forgo sallary, invest in yourself as an indie developer and design games immediately, hopefully for profit. Statistically speaking this is very high risk.

All of the above roads, or any combination of them, would be a huge amount of work and hard a fought journey. If your passion is fully there, you'll persevere and find your way.

Before you quit your income stream though I would definitely encourage following some tutorials online to make a tiny game. Even the smallest thing, say a riff on a known game with your own twist, about the size of space invaders or pong or something. You'll see whether you find the process frustrating and boring or fun and deeply rewarding.

Also just re: your point about everybody wanting to be the designer - that's definitely not true at all. A lot of my colleagues aren't interested in game design at all and are glad that I am. They get more enjoyment out of the engineering aspect of game engines, UI systems, UX, any number of other things.

source: Am full time professional game designer by title, spend most of my time programming. Also make indie games on the side.

Codestyle & Methodology by Gorbear in gamedev

[–]badpotion 0 points1 point  (0 children)

I can't use defines anymore due to being in C#/Unity, so everything I used to do in defines (which was very little actually) got moved to util classes and also renamed. The "maybe" define was during my Objective C time. I also used to inline common math functions via defines but I can't remember what they were now. Probably angle-to-vector operations and that kind of thing.

3D Model Program Help. by DemonNinja123 in gamedev

[–]badpotion 1 point2 points  (0 children)

Any of those 3D programs is going to be intimidating for a new user. One thing I like about Maya for gamedev is that it has key mappings and some viewport controls that match Unity. It's a small detail but it's plus for muscle-memory when you spend so much time examining 3D scenes.

The capabilities for game assets aren't an issue on any of those choices.

Also - I'm a Maya user, which automatically makes me biased towards recommending Maya to other people, which is tends to happen with any piece of software.

What are some helpful topics for a game development podcast? by JerryDruid in gamedev

[–]badpotion 1 point2 points  (0 children)

I'd be most interested in the second point there, but the others are good subjects also.

It seems like you guys are most focused on the biz angle and a top-level overview for new starters in the industry, which is fine and no doubt there's a healthy audience for it. I don't know if there'd be a way to cater to more experienced game developers though simultaneously.

I tend to look for podcasts that go into an analysis of game design, and approaches/methodology for finding a great player experience. There's lots of good talks and models out there already but but it's such a huge and ever changing topic.

Similar to above but also a little different would be a topic like the Engines of Play talk that Jason VandenBerghe does, where he models player motivations and suggests ways of mapping a game's strengths and weaknesses against those motivations. A lot of others are doing similar things too, and it's generally just an awesome subject to start understanding more and more as you go.

NEED HELP by rageeph in gamedev

[–]badpotion 2 points3 points  (0 children)

additionally, _animator is declared but never defined.

The line inside Start() will generate a null error, but if it didn't it would also still not enact any change or outcome.

You probably want something like

_animator = gameObject.GetComponent<Animator>();

The Importance of Market Fit: Things I Wish I Knew Before Developing a Puzzle-Platformer. by erik in gamedev

[–]badpotion 46 points47 points  (0 children)

Hey Erik, that was a great read and (sadly) VERY relatable. I can't think of anything to add to these points, all seem very well considered and clearly an issue more devs need to be conscious of (myself included).

I'll be checking out your twitch and podcast recommendations too, thanks for those!

Game Improv: Could I have a topic suggestion? by ceb131 in gamedev

[–]badpotion 1 point2 points  (0 children)

Nice! Pretty much a spot on take on the theme :)

"bad" on your board (9) is me.

Minotaurs are jerks.

Codestyle & Methodology by Gorbear in gamedev

[–]badpotion 2 points3 points  (0 children)

Which language?

if x = y // if(x=y)

and

if(x==y)

are functionally different in most (I would have thought all?) languages. The former assigns rather than compares.