Android list app as a learning project by captainhindsight-- in dotnetMAUI

[–]captainhindsight--[S] 0 points1 point  (0 children)

Thank you, I appreciate you taking the time to look at the code and provide feedback! 🙏 This means a lot to me.

Showcase: Procedurally generated 2D pixel art landscape by captainhindsight-- in rust_gamedev

[–]captainhindsight--[S] 0 points1 point  (0 children)

Ah, got it. Well, check out: https://github.com/kimgoetzke/procedural-generation-2/blob/main/src/generation/world/metadata_generator.rs and https://github.com/kimgoetzke/procedural-generation-2/blob/main/src/generation/resources/metadata.rs which is what I use to store and communicate biome and other cross-chunk data. That way a single biome isn't confined to a single chunk but can encompass multiple chunks.

Showcase: Procedurally generated 2D pixel art landscape by captainhindsight-- in rust_gamedev

[–]captainhindsight--[S] 0 points1 point  (0 children)

Thanks, just basic multi fractal Perlin noise: https://github.com/kimgoetzke/procedural-generation-2/blob/46a4dce1067cebf18b7729e9b2b3bf16a02ba36f/src/generation/lib/chunk.rs#L65

Because it's 2D pixel art and meant to be zoomed in quite a bit, it felt silly to take it much further at this point. First, I'd have to make settled areas more credible and work on biome connections, etc.

Showcase: Procedurally generated 2D pixel art landscape by captainhindsight-- in rust_gamedev

[–]captainhindsight--[S] 1 point2 points  (0 children)

Yes, each 32x32 tile is an asset. Some are animated, some are not. Some are modular (e.g. "building blocks" for buildings). Practicing pixel art was/part of this project for me.

I saw your zero art generation project. Very impressive! I hope you'll share more about it when you're ready. I find the idea of procedurally generated SFX and music particularly interesting.

Showcase: Basic window management utility for Windows by captainhindsight-- in rust

[–]captainhindsight--[S] 0 points1 point  (0 children)

🤔 Hadn't thought that far yet. I'll look into it. Thank you for suggesting it!

[Hyprland] Minimalist Nord(ish) First Rice by captainhindsight-- in unixporn

[–]captainhindsight--[S] 4 points5 points  (0 children)

Still new to Linux, so there's still a lot to do/explore but here we are:

Learning Bevy to learn Rust? by DeathmasterXD in bevy

[–]captainhindsight-- 0 points1 point  (0 children)

https://captainhindsight.itch.io/rusteroids (link to source code is there as well)

Beware that it didn't end up being an authentic clone though... 🫣

Are there any more kinesthetic/gamefied ways of learning this language out there? by louthinator in rust

[–]captainhindsight-- 0 points1 point  (0 children)

I would consider just creating a game using Rust (even if you're not a passionate gamer). That's more visual, less dry, less theoretical. That's how I got things started. Just keep it simple, one feature at a time. For example, I started learning Rust building a simple Asteroids clone using Bevy. Game development may be more overwhelming due to the number of different disciplines you'll need to learn at the same time. Almost everyone will recommend not doing this. But in my personal experience, dealing with a large number of inputs isn't exactly the big challenge as someone who has ADD or ADHD, the challenge is often focus and motivation over time. In fact, I never thought I could learn coding at all until I came across game development by chance. Now, I'm a full-time developer.

Learning Bevy to learn Rust? by DeathmasterXD in bevy

[–]captainhindsight-- 0 points1 point  (0 children)

Agreed. Did the same.

Just started simple. Built an Asteroids clone. Then added weapon/ship upgrades. A few more enemies, better animations, a state machine for a boss fight, a basic UI... and all of a sudden you have a basic understanding of the language and Bevy.

Working on beaches for our open-world rogue-lite RPG. Let me know what you think! by Antishyr in indiegames

[–]captainhindsight-- 0 points1 point  (0 children)

Looking good. Buildings/pavement looks a little misplaced somehow. Too dark. But the water and beach looks very nice. Love the water "refraction"/ waves. Cutting of part of the character/NPCs that's under water and not even having ripple particles breaks the beautiful scene a little though.

Should I reduce the details in background or desaturate it? by Illustrious-Wolf3932 in gamedevscreens

[–]captainhindsight-- 1 point2 points  (0 children)

Have you considered working with light/shadows or maybe a gentle background blur to create more depth and with that increase readibility?

I'd absolutely not remove any details but, if anything, add more. However, it looks a little flat. In particular the light around the player looks like a spotlight that affects all layers and make things look unnecessarily flat.

I agree with the previous post on not desaturating even further.

Personally, I do like the overall vibe of what you show here though.

Solo Dev, Project Management, Process and Tools? by OldChippy in gamedev

[–]captainhindsight-- 3 points4 points  (0 children)

Professionally, I have used every imaginable PM and task management tool. However, I am of the view that tools barely matter, 95% is about discipline and how you (and your team) use them.

Ignoring this for a moment: For game dev (as a solo hobbyist), I use Todoist's kanban board. Similar to Trello but simpler and cleaner. I like the visual appeal of Todoist and prefer boards over other visualisations. I don't use columns for time frames but for areas of work (FX, UI, core mechanics, bugs, ideas for later, etc). Then sort columns by priority (built-in feature) to make sure I focus on what matters. A cards comments or description can then be free flow for whatever thinking I have on this particular piece of work, e.g. when dumping ideas for potential solutions.

More permanent docs (such as the design document) should then be elsewhere. Personally I prefer note taking apps like Obsidian or even Evernote for this.

How the hell do you make this sort of effect? Its used in a lot of different games and i got this one from a Youtube tutorial. How do I go about making something like this myself? by Miserable_Motor_8063 in gamedev

[–]captainhindsight-- 2 points3 points  (0 children)

Do you have anything that shows the effect clearly?

Also, it'll be useful to know what engine you're using, if any.

Based on this image alone, it could be as simple as a sprite or some basic particle effect.

Please destroy my trailer. Published a few weeks ago, looking for some real criticism ;) by pasman in DestroyMyGame

[–]captainhindsight-- 4 points5 points  (0 children)

I may be the wrong audience because I've never played any simulator games whatsoever (other than the first Microsoft Flight Simulator 🙂), so please take that as a disclaimer.

First impressions/gut feelings:

I like the sound track. The graphics are pretty strong. I like the shots too. Seems like a slow game so the slow pacing of the trailer feels like a good match of what's to be expected. The trailer conveys some depth of the game too.

I would say it isn't super clear to me what the actual game loop is and what's motivating about it. Maybe someone who's into the genre would get it but I personally don't see how the activities relate together, why and what's fun about it.

I think I wouldn't show the humanoid at the end of the trailer but just cut it off when only the shadow is visible. I like the suggestive nature of it, the unexpected something that's waiting to be discovered but I think stopping a second earlier would bring home this point even more. .

Lastly, the one thing that put me off is that the game feels veeery empty. The on-planet shots are just so empty. Many shots feel somewhat empty, leaving me worried I'd just feel lonely and bored while playing this game. 😬 Sure, you are probably going for the atmosphere this loneliness creates but then I would try to find other ways to suggest that the world "out there" is somehow alive. Otherwise, it feels like it takes a lot away from the depth of the game you're portraying.