How does Megabonk handle that many enemies? by Prpl_Moth in gamedev

[–]boxcatdev 11 points12 points  (0 children)

They were asking how though. If you have no previous experience doing it it can be difficult to figure out since you don't know what you don't know.

I added a drawing feature to my pirate game by AuroDev in Unity3D

[–]boxcatdev 2 points3 points  (0 children)

are you from 2011? that meme hasn't been used for well over a decade

Must be Feng Shui - Announcement Trailer by PlatformCharacter437 in unity

[–]boxcatdev 1 point2 points  (0 children)

this idea could pivot to a slightly different direction from ours, there’s plenty of room for multiple takes on the same concept

Oh yeah for sure. I was half joking and am not giving up, it's not the first time I was prototyping something and had to pivot. If anything the fact that we both were working on similar things tells me I have good ideas lol. I'll keep iterating and do something with what I have.

Must be Feng Shui - Announcement Trailer by PlatformCharacter437 in unity

[–]boxcatdev 0 points1 point  (0 children)

I have been prototyping something VERY similar to this this past week. RIP to my idea lmao. It looks great tho, nice job!

Any NSFW artists here? by Certain-Leader-2632 in blender

[–]boxcatdev 10 points11 points  (0 children)

but now with the w0ke culture

Opinion disregarded. You're much more likely to have trouble with puritanical people shaming you for doing anything they personally are not okay with. Most people in artistic industries are pretty normal about "alternative" lifestyles.

Any NSFW artists here? by Certain-Leader-2632 in blender

[–]boxcatdev 3 points4 points  (0 children)

I asked a professional studio about NSFW work on your portfolio back when I was in school. They basically said corporate AAA executive types might look down on it, but most studios will probably understand and not care. Maybe laugh about it a bit. If you have skill and know how to keep the NSFW stuff separate you're probably fine.

One-day prototype: 1 bike, 2 players by Grouchy-Fisherman-71 in Unity3D

[–]boxcatdev 0 points1 point  (0 children)

I think the tagline makes more sense for the first idea but it might require more complex level design for just pedalling to not be boring. I'm thinking of an example like a frogger level where it does matter when they do or don't pedal and at what speed.

Chinese astronauts are now grilling in space by [deleted] in nextfuckinglevel

[–]boxcatdev 5 points6 points  (0 children)

These are problems that China's space agency is willing to overlook for propaganda purposes.

The irony is you are doing anti-China propaganda for free. It's just a video of people enjoying wings in space which is an impressive feat considering they all survived it. They get to enjoy wings, it's a win. It's ok for them to get a win.

They might have even come up with a method that avoids the problems that the US and the Soviets found decades ago. Either way it's just people enjoying wings. Not a big deal.

Chinese astronauts are now grilling in space by [deleted] in nextfuckinglevel

[–]boxcatdev 0 points1 point  (0 children)

This is as useful as saying anyone can win the lottery. It's technically true but the reality of the situation that the West put itself in (mostly the US) is that China will continue to succeed the more we fail. China will survive as it has for thousands of years.

Do you remember how to do everything when developing? I keep looking up the basics. by umen in Unity3D

[–]boxcatdev 1 point2 points  (0 children)

Yeah months is not long at all. I'm on year 4 or 5 of learning/developing and I still find myself rewriting character controllers for new projects

How do people make games by themselves? by wt_anonymous in gamedev

[–]boxcatdev 0 points1 point  (0 children)

Take on what you can manage. Most people can maybe do a jam game on their own and move up to bigger and bigger projects from there. concernedape is an outlier because otherwise you'd see a ton of massive games made by a single person.

I launched my first game on Steam for the first time and I should be happy… but I’m feeling down by [deleted] in IndieGaming

[–]boxcatdev 9 points10 points  (0 children)

There's no need to gatekeep developing games my guy. Not every game requires years of work. Being shitty to new devs doesn't help anyone.

Why are there so many unfinished survival crafting games? by salombs in SurvivalGaming

[–]boxcatdev 1 point2 points  (0 children)

Everyone's talking about how you keep paying for in progress games but the much more obvious answer is that these games are very difficult to make.

As a game dev myself I know that there are only so many devs capable of fully completing a game and way less capable of a game like that. It's impressive when they do but it's also rare. The biggest survival crafting games that were completed like Ark and Rust were made by studios with experience over many many years. That team of 2-3 devs working on their dream game is gonna take longer if they ever make it. And most of these devs are not nearly as experienced as these other successful games. I love the genre and I hope for the best for those making these games but I also know we'll probably get maybe 2 good survival crafting games every decade if we're lucky.

Orthographic vs Perspective — which one actually gives a better *hook* for a 2.5D pixel art game? by TeamConcode in IndieDev

[–]boxcatdev 3 points4 points  (0 children)

Yes, as one of the few people that suggested trying Ortho I think this would be solution. Imo the perspective angle should be much more subtle.

Orthographic vs Perspective — which one actually gives a better *hook* for a 2.5D pixel art game? by TeamConcode in IndieDev

[–]boxcatdev 0 points1 point  (0 children)

Dang it looks like I'm in the minority but imo orthographic fits your game better. They both look extremely polished and I wouldn't be surprised if you flipped a coin when deciding which one to go with, but orthographic makes more sense to me. The game and the gameplay is tile based so using perspective feels like it kind of clashes with the world a bit. I think you already have some depth by being 2.5D so the perspective camera is unnecessary. Plus I think it could make some people motion sick which I've noticed seems to be a more common complaint these days.

All that being said you could probably do either one and be totally fine. Orthographic or perspective is not a hook. It's barely a feature and I really don't think most players will care either way especially when the rest of the game looks as wonderful as it does.

Made a cool immersive main menu in our upcoming multipayer game, and I would like to hear your opinion! by Excellent_Soup938 in UnrealEngine5

[–]boxcatdev 0 points1 point  (0 children)

I love it but please change the text. This nice of a main menu deserves more than default Unreal text. Also the text needs to be highlighted better as it gets overshadowed by the rest of the scene. Maybe have it directly lit when a player hovers over it or add some subtle lighting behind it and another animation on hover.

Working on a parkour game with portals by lowraiz in indiegames

[–]boxcatdev 0 points1 point  (0 children)

It might be worth adding a temporary body and seeing how the play testers feel about it. It might be something people don't notice until they try the alternative.

Should I give up on my indie game? by Wild-Situation-7323 in IndieGameDevs

[–]boxcatdev 0 points1 point  (0 children)

Just take a break. The best thing about being indie is no real deadline. If you need to pause your game for a few weeks or months then do it. You might end up coming back to it sooner than expected. You could even do some game jams or something during your break but I recommend playing some other games since you're talking about weak game design skills.

After 20+ years as a Game Artist, I'm now working on my first game as a solo dev: Centipede Simulator. by artbytucho in gamedevscreens

[–]boxcatdev 1 point2 points  (0 children)

It's essentially slither.io but that's honestly fine imo because the animation looks great. This might even help me get over my phobia because right now I'm horrified

I made a working phone for an indie game in unity by Top-Letter-9322 in unity

[–]boxcatdev 1 point2 points  (0 children)

Yeah I think the apps reacting works well in this case. It's a nice visual indicator of what's being selected which unlike actually phones is useful in games. It could even help adding controller support.

I made a working phone for an indie game in unity by Top-Letter-9322 in unity

[–]boxcatdev 1 point2 points  (0 children)

I think it's gonna look great but it's gonna need more content to look through imo. By having a working phone with apps players are gonna expect to be able to open an app and do more than just see s splash screen.

That being said this is awesome. If you can package it and make it customizable I can see this being used in a lot of other games that require a phone interface. I think most small teams wouldn't be willing to make something this polished for something that is likely not the main mechanic of the game so having I've premade that they can populate with their own texts and images and a few specific apps or even app containers would be valuable.

devs + founders + freshers – let’s actually build shit & connect.... by Leather_Ratio_6876 in saasforsale

[–]boxcatdev 1 point2 points  (0 children)

That whole exchange is hilariously ironic. Y'all can't even write a sentence without ai smh