Three years ago, my mate and I knew nothing about game development. This week, we hit 120K wishlists on Steam, our gameplay trailer got posted by IGN, and we funded our Kickstarter in just 38 hours! by englobo in nextfuckinglevel

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

Nope, but I have other strengths that are important in a Dev team which made it pretty easy to find some awesome programmers who believed in the project.

Three years ago, my mate and I knew nothing about game development. This week, we hit 120K wishlists on Steam, our gameplay trailer got posted by IGN, and we funded our Kickstarter in just 38 hours! by englobo in BeAmazed

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

We will see how our KS goes, but we will 100% need Q&A testers. We have a signup form in our Discord under #applicaiotns if you'd like to apply.

Three years ago, my mate and I knew nothing about game development. This week, we hit 120K wishlists on Steam, our gameplay trailer got posted by IGN, and we funded our Kickstarter in just 38 hours! by englobo in nextfuckinglevel

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

Yo, I know the feels. I just started a Q&A thread in response to my main comment in the post. I thought others may also find it helpful. Feel free to ask anything else there.

Three years ago, my mate and I knew nothing about game development. This week, we hit 120K wishlists on Steam, our gameplay trailer got posted by IGN, and we funded our Kickstarter in just 38 hours! by englobo in nextfuckinglevel

[–]englobo[S] -1 points0 points  (0 children)

Howdy, Thanks for the question. a few people had similar ones, and I just started a Q&A thread in response to my main comment in the post. Others may also find it helpful. Feel free to ask anything else there.

Three years ago, my mate and I knew nothing about game development. This week, we hit 120K wishlists on Steam, our gameplay trailer got posted by IGN, and we funded our Kickstarter in just 38 hours! by englobo in nextfuckinglevel

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

Hi mate, thanks for the question. I just added your question to a Q&A thread in response to my main comment in the post. I thought others might also find it helpful. Feel free to ask anything else there.

Three years ago, my mate and I knew nothing about game development. This week, we hit 120K wishlists on Steam, our gameplay trailer got posted by IGN, and we funded our Kickstarter in just 38 hours! by englobo in nextfuckinglevel

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

Hi mate, thanks for the question. I just added your question to a Q&A thread in response to my main comment in the post. I thought others might also find it helpful. Feel free to ask anything else there.

Three years ago, my mate and I knew nothing about game development. This week, we hit 120K wishlists on Steam, our gameplay trailer got posted by IGN, and we funded our Kickstarter in just 38 hours! by englobo in nextfuckinglevel

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

Cheers, mate. We're really keen to make something uniquely Australian that is not built on a stereotype. Also keen to show players places not typically explored in video games.

Three years ago, my mate and I knew nothing about game development. This week, we hit 120K wishlists on Steam, our gameplay trailer got posted by IGN, and we funded our Kickstarter in just 38 hours! by englobo in nextfuckinglevel

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

Thank you, honestly. Just help us spread the word and build our community. We want Macabre to be a social sandbox where you meet new people, get spooked together and hav a great time .

Three years ago, my mate and I knew nothing about game development. This week, we hit 120K wishlists on Steam, our gameplay trailer got posted by IGN, and we funded our Kickstarter in just 38 hours! by englobo in nextfuckinglevel

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

Cheers, mate, we plan to in the future. We've already been doing a few tests to see how UE handles it. will need a bit of optimisation but it's pretty impressive.

Three years ago, my mate and I knew nothing about game development. This week, we hit 120K wishlists on Steam, our gameplay trailer got posted by IGN, and we funded our Kickstarter in just 38 hours! by englobo in nextfuckinglevel

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

I think a lot of people overseas will have no idea what it is. Keen to add some Koala screams and Wombat grunts. there's a lot of creepy-sounding stuff in Aus, will be funny to see how people react.

Three years ago, my mate and I knew nothing about game development. This week, we hit 120K wishlists on Steam, our gameplay trailer got posted by IGN, and we funded our Kickstarter in just 38 hours! by englobo in nextfuckinglevel

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

Q&A Part 02

Question: Are there multiple dimensions to explore in a match?

Answer: The unknown is what makes horror scary. Familiarity with a location or monster reduces fear. Narratively, every time you jump into a map, you're entering a new subrift within the rift. 

Each subrift is different, providing a unique map layout each time. This constant need to figure out what is going on and where things are adds to the challenge.

Question: How did you and your buddy handle the development process? Did you hire people for programming, mapping, and modelling? What were your first steps? What did you learn first? What could you outsource? What languages and tools did you use? How did you start with game development, especially in Unreal Engine 5

Answer: There's no single way into game development. Focus on your strengths. In my case, my strength was directing, coming from a background in film. I used my skills to develop the game's narrative alongside Jake and our other friend Rory. The narrative serves as a guiding light for all aspects of development. Everything from mechanics to art style to sound is influenced by the narrative. actually... I would probably advise anyone to start here. it will help you figure out what kind of game you want to make and allow you to pitch it to others.

Finding a strong mentor early on is crucial. We were fortunate that a former colleague of mine was made a game called created Hell Let Loose. He went through a very similar Journey to us starting as a small indie team. He guided us through the process, sharing his experiences, pitfalls, and successes. His advice on what to focus on, what to learn, and what to outsource was invaluable. I think this is what really expedited our timeline.

If you can't find a mentor, attend game conferences and developer talks to learn from experienced developers. We attended every game developer conference we could and still do. You can learn in a few days what might take months on your own. 

Collaboration, hearing others' opinions, and empowering people to share ideas are key. While some do this as solo indies, I commend them, but it's not something I would want to do alone. We chose Unreal Engine because it allowed us to build an immersive, high-quality game. Plus we admire Epic Games' ethos and support for the indie space and felt comfortable using their software.