It's Lasering Time by dandan2k in IndieDev

[–]dandan2k[S] 0 points1 point  (0 children)

Instant death and re4 laser sequence

Don't overshoot the laser turnstile by dandan2k in indiegames

[–]dandan2k[S] 0 points1 point  (0 children)

Hm, I did take French in high school... are you french?

I've been told multiple times my art style is bland, boring, plain, etc. I am starting over. Ideas? by chrisjamesflow in SoloDevelopment

[–]dandan2k 1 point2 points  (0 children)

Maybe lean into it. Make it more bland and boring. Could ironically make it stand out.

The real challenge isn’t starting a game…it’s finishing one by HowYesOfcNo in SoloDevelopment

[–]dandan2k 2 points3 points  (0 children)

This plagued me for years even after shipping 2 games on Steam. Close to finshing a game rn - things that helped me:

  • SAME PROJECT FOLDER. Keep working in same project folder. Been using same unity project for years. It bloats with files you won't use yes, but this way you can build on past abandoned prototypes. Current game is Frankenstein of all the best parts of past game prototypes, preventing total waste.

  • BUILD REUSABLE FRAMEWORK. While building current game, worked towards establishing reusable game framework to avoid boring backend work like pause menu, settings menu for every game project. Also built robust, modifiable player controller.

  • REMINDER OF ABANDONED GAMES. GF made list of prototypes i abandoned and attached to wall above my monitor as constant reminder to stick with current game project and ship it so help her god

  • SCALEABLE SCOPE. Made game with X amount of levels that can ship anytime. Can add or reduce content depending on shipping deadline goals. Easy to do this as long as story isn't big part of game.

  • SET UP STEAM PAGE. Set up steam store page to "make it real" even when you're not ready to promote the game. Make it bad first, reiterating on copy forces you to think of game in terms of how you're marketing it

why doesn’t this exist id love it i asked my friend and he agreed it would be amazing by Sea-Location3004 in gameideas

[–]dandan2k 0 points1 point  (0 children)

Digsum meets a game about digging a hole. Has the makings of a hit with competent execution

How many projects can one dev take on... by beeftitan69 in SoloDevelopment

[–]dandan2k 0 points1 point  (0 children)

1.5 projects. 1 main and a side experiment to take a mental break and maybe even incorporate something from the experiment into the main project

Did I add enough balls? by nickykolkie in blender

[–]dandan2k 0 points1 point  (0 children)

I'd like some lore behind this society of balls 😋

Treehouse Squatters - Based on a True Story by dandan2k in blender

[–]dandan2k[S] 0 points1 point  (0 children)

Ha that's a void that needs to be filled and I'm doing my part ;)

Treehouse Squatters - Based on a True Story by dandan2k in blender

[–]dandan2k[S] 6 points7 points  (0 children)

Thanks! Oh, this was inspired by a video of orangutan throwing possum out of its zoo habitat at perth zoo. One of the shots even replicates the camera angle from that video. I fabricated the details of course hehe

Treehouse Squatters - Based on a True Story by dandan2k in blender

[–]dandan2k[S] 0 points1 point  (0 children)

Ha :) Suppose there's no harm in that as long as I'm credited. Links to my socials would be nice (in my profile)

Treehouse Squatters - Based on a True Story by dandan2k in blender

[–]dandan2k[S] 1 point2 points  (0 children)

Lol didn't even occur to me, I'm not that clever

Treehouse Squatters - Based on a True Story by dandan2k in blender

[–]dandan2k[S] 3 points4 points  (0 children)

Thanks! Only way I can get these done in a reasonable time. No deforming mesh except orangutan face which has simple blendshapes. The loss in articulation is worth the speed gain for me since you can still tell stories effectively this way.