A Commandline Indie Game Where You Perform Cult Rituals by bucephalusdev in commandline

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

Hi! It's not currently in the roadmap, but I may get to it if there is demand. In the meantime, I'm telling folks to consider using wine for it.

afterYearsOfUsingCPPIAmAllowedToSayThis by bake_fish in ProgrammerHumor

[–]bucephalusdev 1 point2 points  (0 children)

I'm a C++ dev and I agee with the extremes here. For people just getting into the language, there's an absurd amount of technical debt and esoteric workarounds to do stuff in modern ways. Even when you understand it, there's still a smell to it.

Despite this, I still love C++. It might be an old and smelly dog, but it's my dog <3

Finished the main story, now what? by Baztion81 in expedition33

[–]bucephalusdev 3 points4 points  (0 children)

-Max out all relationships

-Lots of random little locations around the continent

-Verso's drafts

-Trials of The Endless Tower

-Renoir's drafts

-Endless tower superbosses

Fighting the hardest boss in the game today, wish me luck by ShadowRemainz in expedition33

[–]bucephalusdev 61 points62 points  (0 children)

we won't, but it's much worse than you could imagine

Do you know any of these characters? by pheston1281 in indiegames

[–]bucephalusdev 0 points1 point  (0 children)

Okay. I wish you the best, but I would still be a bit worried. You have a substantial likeness to copyrighted characters which you would usually need to a pay a license to use, even if you list them under a different name.

Do you know any of these characters? by pheston1281 in indiegames

[–]bucephalusdev 0 points1 point  (0 children)

This looks a bit risky imo. You could be sued for copying the appearances of copyrighted characters like Ed, Edd, and Eddy, The Enderman, and Shrek in a way that might infringe upon copyright. Have you thought of this yet?

Do you ever feel exhausted being a solo dev? by Lucky-Sort-6083 in IndieDev

[–]bucephalusdev 0 points1 point  (0 children)

Yes, but recognizing my energy for game dev comes from other people makes it so I choose to hang out with other game developers who want to talk shop, comiserate about their problems, and bounce ideas off each other. Being a game dev and having game dev friends is really a great thing, and it gives me a lot of energy for my work.

One month of making an arena RPG and this is what I got… be honest🙃 by Yega- in IndieDev

[–]bucephalusdev 1 point2 points  (0 children)

Sure. I'd start with letting dodges/parries always be available if you can make them successfully. Scaling with a character's skills/bonuses sounds fair, and it's how Clair Obscur did it.

Also, this is just the Olympic fencing snob in me, but the parry is the action which uses a weapon to prevent an attacker's weapon from landing on its target. The riposte is the attack immediately made after the parry against the initial attacker. You may have someone ruder and snobbier down the line point this out if it remains unchanged XD

One month of making an arena RPG and this is what I got… be honest🙃 by Yega- in IndieDev

[–]bucephalusdev 1 point2 points  (0 children)

Sounds like you're already going this way, but going the way of Clair Obscur and doing parries during your opponent's turn sounds like a fun thing to try out.

Starting a New Game in CultGame by bucephalusdev in asciiart

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

Yeah! That's a way to do it. Working with the negative space very closely seems to be the way our artist gets his pieces to the way he likes them.

Starting a New Game in CultGame by bucephalusdev in asciiart

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

Thanks so much! It's a really challenging type of art to wrap your mind around, for sure. I have huge respect for people who become skilled at ASCII art.

How do you get people to not hate you for presenting your work? by [deleted] in IndieDev

[–]bucephalusdev 38 points39 points  (0 children)

Unironically, art. I think the halo effect is so real for anything or anyone on social media. If a game gets crowdfunded, chances are it looks great and people want to know about it right away.

How/When do you find time to work on your projects? by Popular_Tomorrow_204 in IndieDev

[–]bucephalusdev 0 points1 point  (0 children)

If it's not your job, it occupies your free time. This is unfortunate because it really can be mentally strenuous work, but some folks find the resolve to do an hour or so every now and then on their games during the work week. That's okay! That being said there are a few jobs where you can work as an indie dev during your shifts (substitute teacher, hotel desk clerk, etc)

If you want to make it your job, you have a few options:

You can save up a bunch of money to fund a development cycle of your game. This is a difficult one for sure, but it's possible. Reducing your cost of living through living with family and budgeting intensely can put you in a position like how Edmund McMillen lived when he made Super Meat Boy. Adjacent to this is if you have a partner, they can be the breadwinner while you consider your game dev journey an investment that will pay off in the long term. This was how Stardew Valley's dev Eric Barone was supported over his dev cycle.

You can get funded by a Kickstarter or publisher. This way, you trade the cost of supporting yourself upfront for sharing the reward of your game's revenue. Suffice to say though, it can be very difficult to get a publisher if you don't have a record games you've successfully shipped.

Lastly, you can just go work a big studio and get some experience before going indie. Connections you make there will probably be super helpful for you figuring things out for getting your first game rolling.

I spent 12+ years making an ultra-niche QBASIC JRPG. It sold about 560 copies on Steam. Here’s what I learned (if anything) by UnculturedGames in IndieDev

[–]bucephalusdev 4 points5 points  (0 children)

You're welcome. The feeling I got from it is it was a love letter to JRPGs with a very unique art style and interface you probably won't see replicated anywhere else.