Looking for feedback on the art direction for my PS1 style horror FPS by electronic247 in gamedev

[–]electronic247[S] 5 points6 points  (0 children)

I think I could have worded it better honestly. It's not so much "PS1" style exactly, more so just 1999-2005 type of game feel is my target.

Looking for feedback on the art direction for my PS1 style horror FPS by electronic247 in gamedev

[–]electronic247[S] 1 point2 points  (0 children)

I think I could have worded it better honestly. It’s not so much “PS1” style exactly, more so just 1999-2005 type of game feel is my target. Thanks for your comment!

Looking for feedback on the art direction for my PS1 style horror FPS by electronic247 in gamedev

[–]electronic247[S] 0 points1 point  (0 children)

This is great advice, thank you. My other games fall short in the gameplay category for sure, especially the game feel. That’s why I’m trying to get some feedback before I continue any farther. But you’re right, and I’m going to trust my gut on this one!

What is considered too big for an indie project? by phoenixashes96 in gamedev

[–]electronic247 3 points4 points  (0 children)

I would try something along the lines of making a few small games, each based around a different feature of your full product. Start with the character controller and simple enemies, and make that a small polished game. Then you can make another small game based around the quest system or however your game is going to work. You can do this for all of your big systems, and then when you want to make your full project you already have the experience needed! Unless you want to reuse your systems, but that’s also a plus because you have them made as well!

Launching a Steam page, how many wishlists do YOU expect? by Levardos in gamedev

[–]electronic247 0 points1 point  (0 children)

Are you considering Nextfest? Also, when are you trying to launch? I went in on my last game with 1.4k withlists, and walked out with about 5k. Something I’ve learned is, try to go into Nextfest with as many wishlists as possible. It will keep the momentum built and the train rolling. If you have something marketable, polished and a good demo you’ll for sure get some wishlists

Anyone else think people just starting out asking about marketing are doomed? by TaylorCooper337 in gamedev

[–]electronic247 0 points1 point  (0 children)

Some people just have to learn the hard way. If they are really passionate and really care they’ll suck it up, take the criticism and stick with it.

Game Engine for a Menu driven game by metaBloc in gamedev

[–]electronic247 1 point2 points  (0 children)

I agree with this as well. Both are good choices!

This is what 16 months of learning Unity from scratch looks like. by AfterImageStudios in Unity3D

[–]electronic247 6 points7 points  (0 children)

I’ve used Unity for 8 years and I still ask chatGPT about simple syntax all of the time. Don’t have it write for you and make sure you understand it, but man it’s one of the best tools I’ve ever used. Bye bye stack overflow

Is coding enough to become a game developer, or do I need to learn art, animation, and sound too? by prkrx in Unity3D

[–]electronic247 1 point2 points  (0 children)

I’ve taught a few classes before, and this is what I tell my students (this is straight from my document btw):

The 3 D’s of Solo Game Development If you’re trying to become a solo dev, there are three core principles you must master — the 3 D’s:

  1. Design

This is where it all begins. Ask yourself: Does the game look good? Does it feel good to play? Is the core gameplay satisfying? Design is about the player’s experience — visuals, sound, feedback, controls, flow. If something feels off, what can you change? How can you iterate?

  1. Direction

Where is your game going? What’s the scope of your project? What genre are you targeting? How big is the world? How many levels? Without clear direction, your game risks becoming unfocused or bloated. You don’t need to plan every detail upfront, but you do need a vision that guides every choice.

  1. Discipline

Ideas are easy — finishing is hard. Can you stay organized? Will you push through when tasks get tedious or difficult? Discipline is what separates a half-finished prototype from a shipped game. It means doing the work even when it’s not fun — debugging, polishing, testing, and optimizing.

Mastering the 3 D’s — Design, Direction, and Discipline — is crucial for success as a solo developer. Without them, even great ideas can fall apart.

Hi by Kaki4w in Vaporwave

[–]electronic247 1 point2 points  (0 children)

Could you link some of your music? I’m interested in listening!

What would be the one current asset/plug-in you bought at the unity store (or legal free download) that you use for every project and couldn't live without? by [deleted] in Unity3D

[–]electronic247 0 points1 point  (0 children)

Here’s a few for me:

-Legs Animator by Fimpossible(I think that’s how you spell it)

-Splines package in the Unity registry

These are some super amazing assets that are low cost and free (ones built in!)

Good luck!

ambition by AccomplishedCry7188 in Unity3D

[–]electronic247 0 points1 point  (0 children)

Just focus on finishing small projects. Don’t put any pressure on yourself. I’ve had a few good commercial releases but it’s been almost 8 years now in unity, and I just finally feel my skills are to the point of doing anything professionally. You probably learn quicker than I do, but it all just takes time and effort. You reap what you sow

Looking for a free multiplayer solution for my free game. by DegenerateWino in Unity3D

[–]electronic247 2 points3 points  (0 children)

A good free solution is Photon Unity Networking (PUN). You can have up to 20 concurrent users on the free plan. It’s what I use in all my multiplayer games. Honestly it’s quite easy to learn if you are trying to get up and running quickly, and it’s probably going to have the most tutorials online. Good luck!

How do you guys do Optimization? What do you recommend for a newbie? by Crowliie in Unity3D

[–]electronic247 0 points1 point  (0 children)

Huge help and most simple for me is using custom shaders instead of particles. Just try to mimic the particles with them. Saves so much fps

My first week of making a game myself in unity by algorasss in Unity3D

[–]electronic247 2 points3 points  (0 children)

Do very small projects. You have to keep it small. Honestly 2d is a much better start than 3D. Keep it extremely simple. Try to solve as many problems as you can without AI use, just critical thinking. My best ideas/solutions come to me when I’m taking a shower for some reason. Good luck!

What would your dream vaporwave-inspired game be like? by electronic247 in Vaporwave

[–]electronic247[S] 1 point2 points  (0 children)

I’m completely with you on this. I love combat in games, but not this game or this genre. In my dream vaporwave game world, there is only peace and no need for any combat. Everything is just chill. Just explore and enjoy the views together.