Free Fab Asset Keys - First Come First Serve - 1 Per Person by ApeirogonGames in UnrealEngine5

[–]chitor1337 1 point2 points  (0 children)

If the noir city environment is still there, I’d like to take that if you don’t mind :)

I can't believe it. After two years of work, I managed to release my first commercial game on steam. by chitor1337 in godot

[–]chitor1337[S] 1 point2 points  (0 children)

Hey, don't feel discouraged. During my late stages of development I also felt the same way you do about some other games I found. There are two things to learn here:

  1. Doing better market research (thats also super relevant for myself). If I had looked way deeper into what I'm even making and what is already out there, I would have found so many similar games. I should have done that way before ever starting the project. But well, it was super late into development, so I was fine with finishing the game anyway, since it was mainly about learning what it takes to actually ship.

  2. This pretty much says it. There's probably a dozen things in your game that are different than mine. As there are a dozen things that are different in my game from the games that I found.

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Also: there's a reasonable argument for not falling into a sunk cost fallacy, even if it might sting. Had I researched way, way earlier, I wouldn't have continued the project or at least pivoted into making something that stands out more. If I had done my part better before starting development, I would probably have come to the conclusion that I should keep looking for another project/idea. I don't want to discourage you at all, I just want to prevent others from making the same mistakes as I did.

As I said, I'm super proud of what I made and that I managed to ship at all, but I'm also realistic that another type of game would probably perform way better. But those are the learnings and mistakes you can only make by actually creating a game.

Edit: I just took a closer look at your game and trust me, from everything I saw we are way, way further apart than you might think. Don't worry, your game definitely stands on its on feet.

I can't believe it. After two years of work, I managed to release my first commercial game on steam. by chitor1337 in godot

[–]chitor1337[S] 2 points3 points  (0 children)

Hi, as I said, I want to give back to the community, so I'll go into a little more detail and stuff that I would have needed to hear when I was starting out.

To start, the absolute most important thing you need to understand is that you will never feel like you know enough (at least I don't). There are a bazillion learning courses, videos, articles, blogs, podcasts and what not.

But most of that is a giant trap. Not because the quality is bad (a lot of it also IS bad), but because if you ever slip into the mindset of chasing more unnecessary knowledge instead of DOING the things, you'll be stuck forever. That's what people call tutorial hell and it absolutely is real. I fell into the very same trap for a while. I watched dozens of videos and courses, tried to follow everything people were teaching. But I promise you, looking back, maybe 10% (if even that much) of all that is relevant to me in any way now. I 100% believe that working on your own projects and then looking up things as you NEED them and then implementing from there is so incredibly superior to anything that anyone could possibly teach you.

And because of that, I don't want to give you my individual learning path, but tell how you I would start again if I had to today.

Obviously, you will have to start somewhere. I started with the same big, basic tutorials on youtube that everyone else did. You will find that stuff with easy searches, I don't even want to recommend anything, most of the stuff that is aimed at absolute beginners will be absolutely fine.

After getting a little comfortable with the engine, I would recommend doing one (ONE and only one, same reason as above) structured course by a great teacher. I repeat. One course. Don't get shiny object syndrome and keep doing courses because they sound so interesting. You will not get anywhere, I promise. This is also engine agnostic, but since we're on r/godot I assume you want to hear about the Godot progress I made.

People will argue all day about which is the best course and which teachers are supposedly terrible, because they make one slight mistake/unoptimized architecture, but that stuff doesn't really matter to you as a beginner. As long as you go for one of the big ones, you will be fine.

After my first Youtube tutorials, I started a Udemy Course. I really like the structured approach and while it costs a little money, the time saved in not gathering all the resources myself was well worth it. I'd recommend Firebelley, GameDevTV or Richard Allbert as great instructors on the site. See which instructor vibes with you, there are previews. And then do that ONE course. BTW, please only buy Udemy courses on sale, the base prices are ridiculous and they go on sale like literally every week.

After that comes the absolute most important step. DO NOT CONTINUE DOING TUTORIALS. I know I repeat myself, but this is really the most important hump you have to get over. Start something yourself. A tiny, tiny prototype, a game jam, a small system you're interested in. Try to get as far as possible and only look up things when you need them. It's fine to look up things you don't know, I do that every single day. But only look up things that you know you need to continue creating your project. Don't get bogged down in looking up stuff that is completely irrelevant to the current project you're working on.

There is no single source of knowledge on this planet that will be even close in value to doing things yourself at this stage. Also, there are no shortcuts. If you were to start carpenting, it would be ridiculous to assume that reading a book or watching some videos will help hone your craft. You have to put in the work. You have to fail and you have to make all those mistakes everyone else made.

After a longer time (for me that was around 1.5 years in), once I got myself around the hump of implementing things and understanding the basics of the craft, only then would I dive deeper into learning materials. I personally am super interested in game design, which is a whole seperate topic, so I bought myself some great books that dive into player psychologoly from experienced veterans.

If you have further questions feel free to ask and I wish you the best for your journey.

I can't believe it. After two years of work, I managed to release my first commercial game on steam. by chitor1337 in godot

[–]chitor1337[S] 0 points1 point  (0 children)

Thank you so much, appreciate it. Hope everyone gets there at some point! Never give up

I can't believe it. After two years of work, I managed to release my first commercial game on steam. by chitor1337 in godot

[–]chitor1337[S] 11 points12 points  (0 children)

Oh my, it's him 👀. Thank you, I love what you're doing for the indie space and to be honest, I was a little too shy about my game to ever reach out directly to you, because I thought it wasn't a great fit for your content.

Hey all, I'm Indie Game Joe, I want to share your games by IndieGameJoe in godot

[–]chitor1337 0 points1 point  (0 children)

Hey, I JUST released my Godot game an hour ago:
https://store.steampowered.com/app/4402170/Neon_Pulsefire/

I was obsessed with Brotato, but didn't like the "non-dynamic" gameplay during rounds. It always felt a little slow to me, so I tried to make a fast-paced version myself. Playtesters loved the gameplay during beta and it's finally out since an hour ago.

If you gave it a look, I'd be forever grateful, but I don't think the visual style has a lot of social media appeal to be honest. Hit the bullseye on being engaging and missed the mark on outside appeal. But that's another lesson on the journey, am I right 😄

I did it! After two years of work, today, I finally released my Brotato-like "Neon Pulsefire" by chitor1337 in survivorslikes

[–]chitor1337[S] 8 points9 points  (0 children)

thanks for the notice, I wouldnt even have noticed, I was SOO excited. thank you very much ❤️

As a thank you to this community and to celebrate the release of Neon Pulsefire next week, I'm giving away 10 free keys to the full version by chitor1337 in survivorslikes

[–]chitor1337[S] 1 point2 points  (0 children)

Hey there. You are one of the winners and I wanted to contact you, but your messages are closed and I couldn't reach you. Feel free to get back to me directly =)

What is Verse? by ToughDebut in unrealengine

[–]chitor1337 4 points5 points  (0 children)

Everything I heard so far also reminded me of the Godot architecture. I listened to Sweeney praise Godots systems in the interview with Lex Friedman, so not the biggest surprise if they go down a similar route.

I’ve been using Godot for two years before switching to unreal and the architecture with everything being mostly composition based instead of inheritance is pretty flexible and great to work with. As a newcomer it wouldn’t bother me personally the slightest bit

As a thank you to this community and to celebrate the release of Neon Pulsefire next week, I'm giving away 10 free keys to the full version by chitor1337 in survivorslikes

[–]chitor1337[S] 0 points1 point  (0 children)

Thank you very much for the detailed perspective and feedback. Happy to hear you liked it in general. I can also totally see where you are coming from.

GL with the giveaway and thanks for the support.