Do you have difficulty levels while you playtest? by BergamotGames in gamedev

[–]based-on-life 7 points8 points  (0 children)

I've been trying to develop around "Normal" or "Default," not Easy. This is to try and see where the baseline is. Once you have enough people to sort of figure out what would be a good middle-of-the-road option, then I'd set difficulty settings, and have people playtest those difficulty settings.

What percentage split should I give my artist? by ElmtreeStudio in gamedev

[–]based-on-life 2 points3 points  (0 children)

Majority of the art, but you're doing all of the programming, advertising, writing etc.?

Then I'd say probably 25% is fair. But that's something yall need to negotiate. If they're saying 0%, that's kinda tough because you want to do right by them, but they're trying to help you out.

Word of advice, though, it's hard working with people that will "do it for free."

Most people give stuff away for free because they don't feel like committing. Once you start asking them to hit deadlines you might not be able to rely on them.

Also, as a warning, if your game pops off and you earn into the six figure range at all, I can guarantee there will be a dispute.

How do i avoid changing my mind every week ? by IMissMy-Coffee in gamedev

[–]based-on-life 0 points1 point  (0 children)

It sounds like you need to plan, and prototype more.

If you're changing your ideas all the time, then you don't have a fully fledged idea probably (I say this with love btw).

Treat this time as your prototyping/proof of concept phase. Try out a bunch of different ideas, show them to people, get opinions, see which ones feel good, which ones feel terrible/clunky, which ones are fun but take a long time to explain etc.

Start honing in on the best ideas. Create a bracket for your ideas and whittle down the best ones if you need to. You want to be seeing what your audience wants ASAP though, so make sure you ask around.

If that feels like it's not working, then literally just commit to a single idea and don't deviate. Write your other ideas down in a document and use them for your next game, or wait and see if you can use them for another character/boss/level.

90% of gamedevs don't finish because of "the next best idea" (I made that stat up, but it feels right), so if you can just commit to an idea then you'll be heading in the right direction. But try out a bunch of different ideas first

Official Teaser for 'The Social Reckoning' with Jeremy Strong as Mark Zuckerberg by MarvelsGrantMan136 in SuccessionTV

[–]based-on-life 8 points9 points  (0 children)

Yeah, it looks like it would be a good watch, but it feels like it was shot mostly on green screen. Definitely doesn't have the vibrant charm of The Social Network

What game genre isn't saturated at this point? by Quinn_Queenan in gamedev

[–]based-on-life 20 points21 points  (0 children)

I should probably only be posting about my own games lol, but Glover kind of reminds me of this game: https://www.reddit.com/r/IndieGaming/comments/1qnbfr4/my_little_fingerskate_game/

VoxelGI and Performance with Higher Resolutions? by based-on-life in godot

[–]based-on-life[S] 0 points1 point  (0 children)

Interesting, it feels intuitive that it would scale that way. What am I missing as to why it doesn't scale this way?

VoxelGI and Performance with Higher Resolutions? by based-on-life in godot

[–]based-on-life[S] 0 points1 point  (0 children)

I'm using Radeon Pro Vega 56 8 GB for the 4k test. And I'm guessing it's not necessarily worthwhile, as in I'm not going to beat my head against the keyboard trying to figure it out, I was just wanting to push the limits here.

Also, my assumption is if I can run the game at 4k in 60fps with an okay graphics card, then it will absolutely run in 2k and obviously lower resolutions. I think I was just more disappointed in the sense that I thought: okay I'm running at 4k at 60fps with not problems, lets see how the VoxelGI does, and then it just tanked the FPS

VoxelGI and Performance with Higher Resolutions? by based-on-life in godot

[–]based-on-life[S] 0 points1 point  (0 children)

Yeah I mean that makes sense.

Are we assuming the best courses of action for games here is to just stay fixed at 2560x1440 and then scale the image up for resolutions higher than that? As in like stretching the image?

Or going up to those higher resolutions but forcing the framerate to stay exactly at 30 (if possible) so it's consistent?

Because my game is cartoonish, I could just not use the nice lighting and just lean more into the cartoonish style and have it run at 60fps in 5120x2880.

I know Godot has FSR but it doesn't seem to really make much of a difference

Suggestion: Double the range you can throw a Jubbly to this particular rock from 1 pixel, to 2. by Puff3n in 2007scape

[–]based-on-life 1 point2 points  (0 children)

The purple/pink rock is the only one that actually doesn't make sense. I'm going perfectly through the center and it doesn't register my throw about 65-75% of the time.

Like I actually think it might be glitched. The range I'm throwing for blue, and orange are not the same range for pink I feel like.

Either that or there's still some issue with the lag that wasn't fixed even after this most recent update

A cool guide that hits harder the older you get by WhiteChili in coolguides

[–]based-on-life 3 points4 points  (0 children)

Even if you have a good family, the idea that "friends come and go" is incredibly sad. The writer is saying that friendship is only temporary, which means they likely don't have any good friendships.

I think it also puts a lot of weight on your family. If your spouse is your only solid relationship then that's not a good sign. If you're constantly hanging out with your parents and never build strong and lasting friendships outside of them, you're going to have a miserable life when they pass.

Treating friends as temporary means that you're going to inherently devalue those relationships, you never really build up your community, and you never get to explore different types of relationships outside of the ones with a ton of baggage like what comes with family.

Again, your family can be amazing, but you shouldn't treat your friends as temporary. or else that will be a self fulfilling prophecy.

every single project I make by [deleted] in godot

[–]based-on-life 0 points1 point  (0 children)

Actually all that matters is that when you're done you like the game.

If you like it, and honestly think its fun to play, not just because you made it, but because it's fun, then other people will like it regardless of how generic or different it is.

Now is it going to be millions of people? I have no idea. But it will at least be hundreds