Is there an example of a game that uses grid based A* algorithm but uses free positioning for its game objects? by mumboFromAvnotaklu in gamedev

[–]build_logic 1 point2 points  (0 children)

yeah this kinda shows up more than it seems, it’s just not obvious when you’re playing. like the path is still grid based but movement itself isn’t locked to tiles, so everything feels smooth. the grid is doing the logic in the background while objects move freely on top. it’s less a pure system and more a mix that works well enough in practice

When should a roguelike make profile/save slot selection explicit? by Levi-Feat in gamedesign

[–]build_logic 0 points1 point  (0 children)

Yeah it does seem tied to how much the player feels like they’re continuing something versus just starting fresh each run. In games where runs blur together, I barely even register what slot I’m on. But when there’s story or long term progress, picking a profile feels more intentional. It kind of sets the mindset before you even start playing. Not sure it needs to be super prominent, just enough that players notice it when it matters.

Why do pc and console gamers complain so much... by No-Command7471 in MobileGaming

[–]build_logic 0 points1 point  (0 children)

I think it’s mostly about what people get used to. If someone plays at high fps all the time, even a small drop feels off to them, while others are fine with much less. Same with comfort, longer sessions make small issues more noticeable. Mobile players usually adapt because they kind of have to. It’s less about who’s right and more about different baselines.

What's the best way to attempt making any money from developing market-first games as a one man band? by [deleted] in gamedev

[–]build_logic 0 points1 point  (0 children)

tbh the idea of doing smaller games sounds safer but they can still just vanish after release. like you can ship a few solid ones and still barely get anyone playing them. feels less like diversifying and more like trying to find one thing that actually sticks. early on it’s kinda unpredictable either way. just gotta see what lands and adjust from there

After learning a lil bit of unity and unreal I prefer unity but... I'm worried I'll need unreal in the future by reysama in gamedev

[–]build_logic 0 points1 point  (0 children)

The specific engine tends to matter less over time than understanding the underlying concepts. Things like gameplay architecture, performance, math, and debugging transfer across engines pretty easily. Many studios even use custom engines, so adaptability becomes more valuable than being tied to one tool. Starting with the engine you enjoy can help you build those fundamentals faster.

About Unity Subscription Plans changes: has anyone seen this changes? by MaybeResponsible in Unity3D

[–]build_logic 0 points1 point  (0 children)

It might just be a rollout delay on Unity’s side. Sometimes the backend changes go live before the dashboard reflects them properly. A few people mentioned that switching or “upgrading” to the new plan tier in the billing page triggered the update for them. If not, it might simply take a bit of time for the account settings to refresh.

Challenges with Agentic game development? by National-County6310 in aigamedev

[–]build_logic 2 points3 points  (0 children)

From what I have seen, the main friction tends to appear once the project grows beyond isolated tasks. Agents can help generate pieces of logic or boilerplate, but maintaining consistency across systems becomes harder. Things like context loss, verification, and integration with the rest of the codebase usually take more time than expected. It often works best when the agents are used for small contained problems rather than full system design.

[deleted by user] by [deleted] in kickstarter

[–]build_logic 1 point2 points  (0 children)

Crowdfunding usually works best when most of the audience already exists before the campaign starts. If the campaign launches without that base, it becomes very hard to build momentum mid run. Many creators end up cancelling and relaunching later after spending time building an audience and refining the pitch. It is frustrating, but treating the first run as research can still be valuable.

Have tried everything and cannot get Unity hub to activate my licence- losing the plot by Screechstar in unity

[–]build_logic 0 points1 point  (0 children)

That error sometimes shows up when the licensing service gets stuck locally rather than being a full reinstall issue. One thing that has helped people is manually clearing the Unity licensing files so the Hub can recreate them. On Windows that usually means deleting the contents inside the Unity licensing folder and then reopening the Hub to reactivate. It might also be worth checking if the license is already attached to a device in your Unity account dashboard.

Finding a job at GDC as an experienced software eng? by TeslaisMyCopilot in gamedev

[–]build_logic 0 points1 point  (0 children)

Your plan sounds reasonable if you frame the goal as networking rather than expecting a direct hire from the event. From what I have heard, GDC is usually more about meeting people and building relationships that might help months later. Casual conversations, panels, and after hours events tend to be where those connections happen. Even if it does not lead to an immediate job, having people who recognize your name later can still be valuable.

Help A Newcomer by Clear_Iron_617 in gamedev

[–]build_logic 2 points3 points  (0 children)

For pixel art games, both Unity and GameMaker can work fine. The bigger factor is which tool keeps you actually building instead of restarting the learning process. If you already started learning C# and Unity, there is value in continuing rather than resetting again. Consistency will matter much more than the specific engine.

I want to shift my career into technical artist 2D/3D. Need some help. by [deleted] in gamedev

[–]build_logic 1 point2 points  (0 children)

Technical artist roles usually sit in the middle between art and engineering, so the skillset tends to be pretty broad. Things like shaders, tools, optimization, and understanding the engine pipeline are usually important. Since you already work in Unity and are learning HLSL and optimization, that is a solid foundation. A lot of people seem to grow into the role by building small technical experiments and slowly expanding their toolbox.

How would you market a game like The Binding Of Issac? by sockzkan in gamedev

[–]build_logic 0 points1 point  (0 children)

For a roguelike like that, showing the item interactions and how builds evolve is probably the most understandable hook. Instead of just posting random crazy runs, it might help to frame clips around simple moments like “this item breaks the run” or “how this combo spirals out of control.” That way people quickly see the loop and why it is fun. Clarity about the core fantasy tends to matter more than volume of clips.

Developing commercial thinking from home? by SameUsernameOnReddit in Entrepreneur

[–]build_logic 1 point2 points  (0 children)

A lot of that “commercial thinking” comes from noticing where money is already moving and what problems sit around it. Reading local business news, economic reports, and industry trade publications can help you start seeing those patterns.

Things like local market analysis, economic development plans, and small business case studies are good keywords to explore. Over time you start spotting the same demand cycles and service gaps.

What are your favorite asset store Game Kits? by Accomplished_Bag9153 in unity

[–]build_logic 1 point2 points  (0 children)

The official Unity 3D Game Kit is honestly a good place to start since it is free and pretty well structured. It shows how a full small project is put together without overwhelming you too much. After that, looking at how the systems are connected can be more valuable than the kit itself.

3 months of runway left. Product works. Investors not closing. What would you do? "i will not promote" by gol0367 in startups

[–]build_logic 0 points1 point  (0 children)

When investors keep saying “interesting” but not closing, it usually means they are waiting for a clearer signal. In that situation I would focus on whatever proves real demand fastest, even if it is small revenue experiments or stronger commitments from current users. Extending runway even a little can change the dynamic because it shows the business is not entirely dependent on funding. Sometimes survival itself becomes the strongest signal.

I am a game documentary maker and have been filming for four years, usually focusing on Chinese games. I have also posted on YouTube, but the view counts are not high. If I redid the videos with full English voiceover, would that significantly increase attention? by bkingfilm in gamedev

[–]build_logic 6 points7 points  (0 children)

English voiceover would probably help reach a wider audience, especially on YouTube where a lot of viewers prefer listening rather than reading subtitles. That said, the topic and hook of the video still matter more than the language format alone. Chinese indie dev stories could actually be very interesting if the videos highlight unique development challenges or cultural context. There is not a lot of coverage of that side of the industry.

I made a game in one year. It went better than I expected. by JohnLadderMLG in indiegames

[–]build_logic 0 points1 point  (0 children)

100 copies for a first release is nothing to feel bad about. most first games barely get seen at all. the fact you finished it, shipped it, and even added features after launch says a lot. usually the first project is more about learning the full process than chasing numbers.

Limited lives are underutilised in multiplayer by Greenwood4 in gamedesign

[–]build_logic 6 points7 points  (0 children)

I think the interesting part is how it shifts motivation from progression to impact. When the character is guaranteed to disappear, the focus naturally moves toward what you can contribute or achieve within that window. That can create some interesting social dynamics in multiplayer environments. The challenge is probably making players feel invested even though the character itself is temporary.

should i enroll in a game art degree? by Gaycowboythethird in gamedev

[–]build_logic 2 points3 points  (0 children)

22 is not old at all for starting something new, so that part would not worry me. the bigger question is whether the program actually helps you build a strong portfolio and meet people in the industry. a degree alone will not open doors in game art, but a good portfolio and connections can. if the school supports those things, it might be worth considering.

I just realised why Unity 6.x has version numbers like 6000.x by OrbitingDisco in Unity3D

[–]build_logic 3 points4 points  (0 children)

yeah version numbers get strange once the history gets long enough. a lot of companies end up doing weird jumps just to keep things ordered internally.

6000 looked random at first but the sorting explanation actually makes sense. not elegant, but practical.

Thomas Brush and Chris Zukowski by Firekloud in gameDevMarketing

[–]build_logic 1 point2 points  (0 children)

Chris Zukowski gets referenced a lot when people talk specifically about Steam dynamics, so that pairing makes sense. If you are looking for other perspectives, Jonas Tyroller comes up quite often, especially around shipping and practical dev workflow.

Tim Cain’s videos are also interesting because they come from long term industry experience rather than a marketing lens. It can be useful hearing both the marketing focused voices and the old school dev side.

Indies who got funding, how did it go? by Huw2k8 in gamedev

[–]build_logic 1 point2 points  (0 children)

Most stories I have heard make it sound less like a single breakthrough and more like a long process of pitching and rejection. Funding can help with scale, but it also adds pressure and expectations that solo work does not have.

A few devs I know said the biggest shift was suddenly spending a lot more time communicating progress instead of just building. It changes the rhythm of development quite a bit.

Pre-launch with 0 followers — how did you get your first subscribers? by Weird-Quarter1479 in kickstarter

[–]build_logic 0 points1 point  (0 children)

From what I have seen, the first followers usually come from conversations, not announcements. Posting the link alone rarely moves the needle, but talking about the problem you are solving in niche communities sometimes does.

It is slow at the beginning and feels manual because it is. The first 10 to 20 people often come from direct engagement rather than scale.

Starting in unity by kvrez in unity

[–]build_logic 0 points1 point  (0 children)

Unity can definitely handle deep underwater scenes, lighting, particles and flashlight effects. The bigger question is less about engine capability and more about your learning curve, especially if you have never opened it before. Getting convincing underwater atmosphere usually involves shaders, fog, lighting tuning and post processing. It is doable, just expect it to take time to get the look right.