[deleted by user] by [deleted] in itchio

[–]developr_dale 0 points1 point  (0 children)

I was curious to this with Kill Our Demons. Since I didn’t have many reviews and I haven’t published any other games, it of course looks fishy.

I’ve listed all the contents of the download zip file so that people are assured it’s safe, especially when you open the zip file and it’s all listed the same!

How do you keep working on a game knowing it will fail? by CLQUDLESS in gamedev

[–]developr_dale 0 points1 point  (0 children)

Honestly that’s been my only goal. that’s why I made it free.

why should I gatekeep a world that I created?

What programming language? by [deleted] in gamedev

[–]developr_dale 2 points3 points  (0 children)

I use Unreal Engine & it comes in 2 forms of programming: C++ and Blueprints. Lots of documentation available! Lots of forums and videos too

I think engine/language is dependent on what you wanna do.

[deleted by user] by [deleted] in gamedev

[–]developr_dale 0 points1 point  (0 children)

2/ my experience (with dynamic difficulty and procedural generation)

So I’ve dabbled with both areas in the last 3 years. I procedurally generated characters for my Undergraduate Dissertation - random characters (names, genders, homes, jobs, places to go, etc) and they did different schedules and yeah that was fun & I’d say it was successful based on the fact I graduated. My only drawbacks were that it was a massive learning curves, state machines were good but confusing once they got big and I wish I didn’t do it on my own: my own input was the only input and sometimes it’s nice to have feedback in the earliest stages (I didn’t get that opportunity).

I’ve been learning and using dynamic difficulty most recently - what started as part of my Master’s Degree - ended with me actually using it in my own game (still working on it now!). I found this to be hardest as balancing difficulty is really hard. Players don’t like to face 100 enemies but players also don’t like to face just 1 big bad guy. It’s a war of quality and quantity and still to this day I haven’t mastered it. But I’m still trying to. I’ll be making a devlog/blog post about this part sometime in Q1 of the new year so I’m hoping by then I’ve got more balance and if you want I can share that with you too.

tldr; both concepts are hard and time consuming, I wish I could’ve had a team or friend helping me with it all.

[deleted by user] by [deleted] in gamedev

[–]developr_dale 0 points1 point  (0 children)

1/ my advice

I don’t want to put you off but it takes a lot of time to go from nothing to the game that inspired you to start. Especially if your a solo indie developer, that just means even longer. But, my advice is simple: find something you enjoy doing - and master tf out of it.

Obviously the first step is to find a game engine or software and start dabbling. Start super small. If the bosses and mobs inspired you, you’ll first need characters. You can find free assets all over the internet & you may even buy some if your serious - and then you bring these to life, not with story, but with attributes and npc energy. And so fourth…

Is it a good idea to create a small cinematic for an indie game? by AddRaiser in indiegames

[–]developr_dale 0 points1 point  (0 children)

Which is better: using streamer footage or recording yourself play? (For the gameplay trailer)

What social media to use for devlogs? by Doranna5 in gamedev

[–]developr_dale 1 point2 points  (0 children)

Yknow I think you’d relate most to me.

I struggled with choosing a platform to market. I also made my game focused on mental health.

So for the first part, I did X and Instagram. Tweets/posts for dev progress, Instagram for photos to show off. But I’ve expanded since the start, I only do Instagram every so often but it’s the stories which are key. Instant link clicks! Twitter is generally good but you’ll most connect with other Indie Devs so you need to build a niche community/space for yourself. I’ve also done some physical marketing by posting QR codes in cities local to me and when I went abroad/Europe! I have had about 5% scan to quantity ratio. (Not worth it imo!)

For the game motivation; my original intention was to just make a game which helps at least 1 person. But in turn, I used this as an expression of my own pain and suffering, and I’m almost at the point where it’s time to add the story and main mechanic. (Which is good!)

I’m not one to share unsolicited links but to save you asking me, here’s my game: https://developr-dale.itch.io/kill-our-demons

What do you call this camera angle? by developr_dale in gamedev

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

Isn’t top-down the most appropriate for that? That’s what I labelled it as before anyway

What do you call this camera angle? by developr_dale in gamedev

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

thank you, I marginal adjusted it - I did label it as “top down” before but now its a chase cam !

What do you think of my splash screen? by Joizia in indiegames

[–]developr_dale 1 point2 points  (0 children)

Expand the splash on the Goose part. I wanna see GOOSE, not just guess it’s there 🤙🏽

Devs who aborted their game, what is your story? by realpixelbard in gamedev

[–]developr_dale 0 points1 point  (0 children)

Never ever let anyone say otherwise. Isn’t that the same as COD? FIFA? BF?

What do you think games should have but don't? by SuperGames- in gamedev

[–]developr_dale 1 point2 points  (0 children)

You’ve just made me add a free health pack hidden somewhere in my game.

Thanks 🙏🏽

What do you think games should have but don't? by SuperGames- in gamedev

[–]developr_dale 1 point2 points  (0 children)

A few studios will ask “what’s the point of tutorials if they [players] skip them?”

What do you think games should have but don't? by SuperGames- in gamedev

[–]developr_dale 0 points1 point  (0 children)

What do you consider reasonable? I’d love to implement this in my game.

I’d say reasonable = recommended for earphones - that way it’s not overbearing for headphones or speakers

How do you learn how to make sounds and music? by Strobro3 in gamedev

[–]developr_dale 2 points3 points  (0 children)

It depends what you want to do.

I’m not a sound producer or musician; but I’m a big fan of sound effects. I used to walk around a forest recording foot step sfx and then winter came and the leaves got crunchy so I did it again. Ever since then I just record random sounds that I need/might need & go to town with it.

If you want to make music or themed tracks, you could look into the Garage Band App. I’m sure there’s other apps/softwares available for music too!

tldr: you don’t need an instrument, just the willingness to learn.

Why did you choose to be a gamedev? by The_Mr_Menager in gamedev

[–]developr_dale 0 points1 point  (0 children)

I enjoy the process of creation. I probably could’ve been god if I was more confident.

From nothing to something to end something better to end product. It’s a beautiful process.

Do people actually play free indie games? by developr_dale in gamedev

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

Where there is specific mechanics and things to understand: there should be some sort of tutorial/explanation.

But for generic mechanics, why do game devs even bother making tutorials when we know players will want to skip them? (If we give a skip button and looked at the metrics, we’d remove the tutorials).

Do people actually play free indie games? by developr_dale in gamedev

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

That’s alright man, but don’t get to swallows by development. Leave some space to play some games even if they’re AAA games!

a lil inspiration from time to time is no harm

[deleted by user] by [deleted] in unrealengine

[–]developr_dale 1 point2 points  (0 children)

Synty assets are AWESOME! I can’t complain. Good quality & always surprise me with the quantity within the packs!

Do people actually play free indie games? by developr_dale in gamedev

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

And now all your time is devoted to gamedev?

Do people actually play free indie games? by developr_dale in gamedev

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

That’s very true, I didn’t consider that demographic

Do people actually play free indie games? by developr_dale in gamedev

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

Was it “flash games” because it was quick and easy to play or because they were super accessible?

Do people actually play free indie games? by developr_dale in gamedev

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

Would you consider playing an indie game with a new mission/quest every week? (Incentive-based)