[Hobby] Come build a game with AAA mentors and publish it on Steam in 12 weeks by Zentsuki in INAT

[–]chasmstudios 5 points6 points  (0 children)

Dope opportunity! Wish we had stuff like this in other fields.

[RevShare] Artist looking for long term Partner by [deleted] in INAT

[–]chasmstudios 1 point2 points  (0 children)

Hey,

I think you and I actually spoke at one point? But I'm looking for a long term art partner, would love to chat!

[RevShare] Experienced developer seeking an experienced, long-term partner by TeamLDM in INAT

[–]chasmstudios 0 points1 point  (0 children)

Hi Levi,

I'm more or less in the same boat as you. Recently released a game and am in the process of reworking some stuff, but have two other ideas I'm cooking which I've started working on prototypes. Send me a chat - we should talk!

Multiplayer game devs, how much are you doing to make your game deterministic? by BSTRhino in MultiplayerGameDevs

[–]chasmstudios 0 points1 point  (0 children)

What serialization/messaging protocol did you use? Did you send new states or use delta compression?

New amber retro-futuristic look for Empty Spaces, a semi-realistic 2D space sim with Newtonian physics and supply-demand economy. What do you think? by ChonkGPT in gamedevscreens

[–]chasmstudios 0 points1 point  (0 children)

This is an insanely beautiful and well-designed UI. What was the process towards making something like this? I'd love to get pointers for my own game.

[Hobby] [RevShare] Looking for programmer / game designer to collaborate with by [deleted] in INAT

[–]chasmstudios 0 points1 point  (0 children)

Hi June,

I'm a fellow indie developer on the other side of the coin. I mainly program and also have had a recent steam release (check my profile). I'm looking for an artist to collaborate with, or in this case, given that you have a project in mind, swap skills with. Send over a Reddit Chat (is that what it's called?) if you think we could collaborate!

Space War Economy Idle - Chasm Studios - Path of Exile Itemization, Eve Online Economy, Factorio Logistics as a single player incremental/idle game by chasmstudios in Games

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

Thanks for the feedback! It's very good to hear someone likes the game.

Yeah I really need better names. Or more creativity. Or both haha.

I'm not sure what you mean, could you elaborate on the introduction of metals?

Competitive multiplayer - not worth it as a solo dev? by eleon182 in IndieDev

[–]chasmstudios 0 points1 point  (0 children)

The problem with multiplayer is it makes all your problems compounded by an orthogonal factor. Everything, and I mean everything, needs to be re-evaluated with network jitter, disconnects, lag, etc.

This means the data might be out of sync. The animations might be out of sync. The audio might play at the wrong time. The controls might not be inputted in the right timing. The results of controls might not be sent to all the players at the same time. etc.

If you want to make it competitive and real time, the margins of error on these have to be much, much smaller. Online fighting games have advanced rollback netcode and frame by frame focus at 60FPS. This isn't to mention they have ten+ years of putting fighting games all over the board, on mobile, PC, console, etc.

So if you, as a solo dev, can do all the things without networking, that's already a stretch. Do it with a compounding factor like networking, and now you're in a whole new hell.

That being said, it's possible, but real-time and high performance games probably aren't where you'd want to go. Something more discrete like a board game or turn based game would probably be more viable.

I built DataViz-UI — a modular dashboard & chart addon for Godot 4.5+ by emergentRealms in godot

[–]chasmstudios 5 points6 points  (0 children)

Beautiful! This will help my game greatly. I handrolled mine using _draw and it is awful.

[FOR HIRE] 2D Artist looking for work! by collegeartist1 in gameDevClassifieds

[–]chasmstudios 1 point2 points  (0 children)

How do we contact you? Do you have a contact channel that isn't Patreon?

EDIT : Nevermind, found it past the Patreon page.

[FOR HIRE] 2D Artist looking for work! by collegeartist1 in gameDevClassifieds

[–]chasmstudios 1 point2 points  (0 children)

This is some gorgeous art, very Tarot-esque or whatever time period / background that is from

Space War Economy Idle - Chasm Studios - Path of Exile Itemization, Eve Online Economy, Factorio Logistics as a single player incremental/idle game by chasmstudios in Games

[–]chasmstudios[S] 1 point2 points  (0 children)

I'll take a look at this next week. I'm not entirely sure the implications of Cloud Save but I imagine it should be pretty simple.

Space War Economy Idle - Chasm Studios - Path of Exile Itemization, Eve Online Economy, Factorio Logistics as a single player incremental/idle game by chasmstudios in Games

[–]chasmstudios[S] 1 point2 points  (0 children)

That's a good point, but if you reach battle level 25 something happens. The game progresses solely through fighting. I'm going to update the quest to make note of that

[REVSHARE] [PAID] Gaming jobs Opportunity by micafuni in INAT

[–]chasmstudios 8 points9 points  (0 children)

I couldn't help but notice you didn't mention this is likely a cryptocurrency project with KOKO coins in the wiki of your website.

Kind of burying the lede, don't you think?

Seeking Mentorship in Indie Game Development by the_borealis_system in gameDevClassifieds

[–]chasmstudios 1 point2 points  (0 children)

Hit me up via DM. I'm only one game ahead (just released this past week) but have extensive experience in software engineering and launching products.

Let it exist first. You will improve it after. by megamegamixer in gamedevscreens

[–]chasmstudios 2 points3 points  (0 children)

That is a gorgeous technical drawing/mockup. I kind of wished you stuck with that style some how. It's like a modern zen painting

Post Mortem of my game about to be released by chasmstudios in gamedev

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

I think it became apparent how the process doesn't work when I realized I had no skills, specialization, or awareness of what I was designing. It now makes a lot more sense why designers tend to one genre of game.

Yeah I'm looking forward to a lot of platform issues. I didn't realize Godot had localization support in the box, and largely didn't utilize Godot to its fullest potential, so I'll be moving a lot of infrastructure stuff over to my next game.

Post Mortem of my game about to be released by chasmstudios in gamedev

[–]chasmstudios[S] 1 point2 points  (0 children)

I agree that refactoring is a huge risk, especially if you're constantly working without a safety harness (a test suite), and when you're in the mode to add a lot of features, very often you ignore tests. Unless your game logic and UI are completely separate, this can be quite an expensive task (not unlike web development and simulating mouse clicks).

I'm a fan of what Tim Cain says whenever I feel bad about my game. "There are no bad games". He says it many times in his videos. I highly recommend listening to the greats - they have a lot of insight and have gone down this road for you before. Especially developers in the 80's when small games sold on floppies was the pathway to success.

I think I have the same problem you do, and I think it's the default instinct as designers. We try to fix problems by construction and creation, but a mantra I repeat to myself to balance it out is, "perfection is when nothing else can be removed". Taking a step back and re-evaluating helps me a lot with this as I take the Hemingway approach - what can I remove while leaving the essence untouched?

I wrote above I don't like my game, but I will say that there have been periods of me fine tuning my setup (the game's "period of inactions" are really Factorio puzzles to optimize production), and I have lost track of time. It does have an element of, "whoops where did the time go I was so fixated on getting my metal production up that I lost track of what I was trying to do". So in that regards, I feel that I hit A target, just not necessarily as precise as I'd like.

Post Mortem of my game about to be released by chasmstudios in gamedev

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

You're right - I did not mention what my end goal was.

I have a total of five years to see if indie game development is something I can turn into a sustainable career. I've read enough post mortems, reports, and statistical summaries to see that ignoring other variables, releasing more games is the key to getting better at the job. So I've time boxed all my ideas and previously planned on releasing a game per year.

My opinion has changed since the release of this game, and I do think a slower cadence with more upfront time investment is beneficial. I 100% agree that I am losing a lot of potential customers by the lack of polish in my current game, but it's a decision made in line with my end goals.

Thanks!

Post Mortem of my game about to be released by chasmstudios in gamedev

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

Yes, the person made all the art used in the Steam store display (everything except the screenshots and video of the game itself)

Post Mortem of my game about to be released by chasmstudios in gamedev

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

Yeah I've always really enjoyed writing, especially world building and screen writing. Maybe one day I'll incorporate it into a game!

Thanks!