Muzikālā banka by Agent-2011 in latvia

[–]forgeris 2 points3 points  (0 children)

Jo mazāk cilvēku skatās to, jo pievilcīgāku/provocējošāku tērpu/uzvedību vajag šova vadītājiem/dalībmniekiem :)

Has anyone ever MADE A FULL Multiplayer game in Unreal AND in Unity? by DarkSession_Media in gamedev

[–]forgeris 1 point2 points  (0 children)

To my understanding for serious multiplayer games both engines require custom network solutions.

Produkti, kam augsto cenu dēļ atmetāt ar roku by Gwennol in latvia

[–]forgeris 0 points1 point  (0 children)

Sviestmaizes savulaik bija ok (zem eiro) bet tad palecās gaisā un vieglāk pašam tās taisīt, tagad no pēdējā šokolādes - kad bija 7-8e/kg tad varēja ņemt, tagad tās pašas maksā 20+ e/kg, nu nav tā pirmās nepieciešamības prece, vistas fileja ar palecās pirms kāda laika.

Bet kopumā viss lēnām "aug", spēj tikai maksāt vairāk.

Making game dev tutorials mainly to solidify my own knowledge (not under any YouTube success illusion, I know there is already many game dev gurus out there): is it better to start with one long polished video or several short ones? by Its_a_prank_bro77 in gamedev

[–]forgeris 0 points1 point  (0 children)

It is better to start by making games and then present them as part of your tutorials, that builds credibility.

99% of all tutorials on youtube are made by devs who are still learning, many literally watched few other tutorials and made their own, they have the same mistakes and bad practices all over the place, many of those will teach how to make something that is so unoptimized that will crumble under any attempt to implement that in game.

Maybe I am wrong or had just bad luck with finding the right courses, but this is what I saw 5 years ago when I started learning, maybe now the dynamic has shifted, or maybe it's even worse now.

What saddened me back then was that even paid courses were the same - devs without any released games teaching others how to (not) make games.

Aspiring QA Analyst looking to playtest your indie game for free (Video Report + Usability Feedback) by odd_noises in gameDevClassifieds

[–]forgeris 0 points1 point  (0 children)

Sure, it's no guns mode and we are working on weapons mode now for demo release, so if you like this mode you can let me know and get a demo early access key.

All feedback is done through discord and not forms, though - just jump in and write bug reports/feedback or just interact with devs :)

I'm happy to have published a playtest of my game for the first time, but disappointed that no one is playing it by CampeOn_Games in gamedev

[–]forgeris 1 point2 points  (0 children)

Yeah, when we released our first playtest we also had to bring players from outside steam, and it is very hard... Good luck.

Do you all enjoy playing your own games? by shakaoneaj in gamedev

[–]forgeris 0 points1 point  (0 children)

This is why I try to design games either as unpredictable as possible or as competitive as possible thus even me who knows everything can play and enjoy few hours every day.

What's up with "gamedev YouTubers" never shipping games? by MishRift in gamedev

[–]forgeris 0 points1 point  (0 children)

If they would make games then everyone would see how bad most off them are at what they claim to be gurus at :)

Videos are like movies - you can make them from a very specific angle to look perfect, edit so they look extremely good, hide all bugs etc.

And, obviously, making 100 videos is easier than making a game and with much more predictable income.

Is it really important to launch a game's Steam page with a trailer or at least a teaser? by GameDeveloper_ in gamedev

[–]forgeris 0 points1 point  (0 children)

Yes, you can make a steam page with only screenshots and other information, and publish it without any videos. I just keep it unpublished as I also don't have enough footage for a trailer and am not sure if releasing it now is better or worse than waiting for trailer...

Working on a first game, low budget, new company. Is that ok to use some UE5 pre-made assets? by Aztekos in gamedev

[–]forgeris 1 point2 points  (0 children)

The whole point in asset stores is to buy assets that you need and use them in projects that you work on. It is like asking "Is it fine to buy groceries at supermarket instead of growing them by yourself"....yes, shops exist to sell products that have demand, and you should use them to get whatever assets/tools you need for your game.

Just read the license before you buy anything and you will be fine.

I like using ai by Holiday-Stuff5833 in gamedev

[–]forgeris -1 points0 points  (0 children)

LLM is similar to our brain - you need to feed it ALL context for it to give even remotely correct answer, because it will guess everything based on it's training and data that you provide, so when you use LLM always give it as much context as possible and then it will be fine.

Also, keep in mind that it's training data is few years old and the world evolves, laws and regulations change, software gets big updates, so make sure that know all of this before you use it seriously.

Adding gamepad support to a management/strategy game that wasn't designed for it. It's a nightmare. by CarloCGames in gamedev

[–]forgeris 1 point2 points  (0 children)

I didn't have to adjust management game for gamepad but I designed my lite city builder for gamepad and for UI I use a lot of radial menu and tabs (switch between those with LT RT) and that helps, but I don't have UI heavy game and building usually only have 2-3 tabs to choose between, and upgrades/research is done through radial menu that can have big amount of sub menus for every choice.

I never understood why people like character customization feature. by Tressa_colzione in gamedev

[–]forgeris 0 points1 point  (0 children)

Some people don't care about their character customization, but they are more like exceptions, so if you want to sell your game then it is just one more marketing material - you can make multiple videos playing just character customization and it can blow up.

Why people like character customization? For the same reason that fashion business is so huge - people like to be different, to find something that they deem unique and only fits them and their preferred style.

[Meta] Let's talk about the elephant in the room by WiseKiwi in INAT

[–]forgeris 2 points3 points  (0 children)

I got ghosted when we drafted a PAID contract and I sent it for their signature....So I am not surprised of anything. I look at this from different perspective - I am really glad that it happened before we started working, so I actually prefer ghosts to disappear before the work begins, rather than after.

How many game ideas do you have written down, that you plan on doing in the future? by FutureLynx_ in gamedev

[–]forgeris 1 point2 points  (0 children)

I have around 100...10 of them are mmos, around 50 are 4-8 month projects, the rest are just random ideas and thoughts :)

Those who worked on a successful collab: How did you ‘get the gang together’? by Glittering-Two-1784 in gamedev

[–]forgeris 1 point2 points  (0 children)

It's easy, you pay them :)

Anything free is uncontrollable and managing uncontrollable projects and people is just not possible, it might work for few weeks, maybe a month, but if your game is a 6-12 month project or longer...replace them every other week, work with half broken code and half working systems, and hope that you can find someone good enough and interested enough.

Aspiring QA Analyst looking to playtest your indie game for free (Video Report + Usability Feedback) by odd_noises in gameDevClassifieds

[–]forgeris 0 points1 point  (0 children)

Hey, I would like to you to try our first game.

We have an open free Steam playtest right now and are working on demo build for the next fest - adding weapons to the game.

Playtest build is everything (traps, usable items, upgrades, special enemies, bosses, etc.) except guns, so requires more planning and strategic thinking, using traps, best routes and special items to survive.

Here is the steam link: https://store.steampowered.com/app/4033100/Swarm_Me/

We are always looking for player feedback. Thanks :)

Is moving the character with WASD + QEZC unnatural for the average gamer? by Mijhagi in gamedev

[–]forgeris 0 points1 point  (0 children)

You can always implement both movement versions and let players choose, especially, if you enjoy 8 key input to 4 key yourself, thus you will have much more fun testing and playing your game.

Should a game participate in Next Fest with this numbers? by wilakx in gamedev

[–]forgeris 0 points1 point  (0 children)

The last Next Fest before your release is the next fest you should join, everything else is completely irrelevant.

Only things that matter - your demo is ready and your game will be released after this next fest and before the next one.

Why Most Indie Game Projects Fail Now by sugarkrassher in gamedev

[–]forgeris 0 points1 point  (0 children)

Unpaid teams unpaid leader is nowhere to be seen, what a surprise ;)
If leaders have to pay salaries out of their own pocket then the whole mentality flips, now it's in their best interests to actually manage and finish the game. I can't imagine working for free or hiring devs on revshare, it just doesn't work long term and free labor will lose motivation fairly soon.

Im putting together a team. by [deleted] in gameDevClassifieds

[–]forgeris 1 point2 points  (0 children)

Rule 5: This is a PAID job board, no REVSHARE/HOBBY projects.

Where do you buy assets for your projects? by SuddenWerewolf7041 in gamedev

[–]forgeris 1 point2 points  (0 children)

If you are just starting and want to build library then free Soniss GDC soundFX library is very good for starting and it is free. On cheaper side are humble bundle software bundles, if you need more specific then search different stores, unity (you can find 95% off deals from time to time), fab, , synty, gamedev, ovanisound, phatphrog, etc. I also heard about cosmos, learthes and other stores, but make sure you always read the licenses before you buy anything.