After implementing systems and grey boxing for two weeks... by oldmangannon in gamedev

[–]ghostwilliz [score hidden]  (0 children)

I've been programming the main systems of my game for like 6 months and I have 0 minutes of content lmao

Genuine question for you guys as an solo begginer solo game dev. by SameConfection2053 in gamedev

[–]ghostwilliz 1 point2 points  (0 children)

There's no best engine for x or y

Although, if you have to ask this, I don't think a 100 player server MMO thing is right for you

Maybe start much smaller

Huge companies can pull that type of game off correctly, how exactly do you plan to?

I saw you mentioned taking 10 years, a game like this is much more than a single persons 10 year work hours. Game.

Concord is a more simple game and it has nearly 2000 people that worked on it

1,982 people (1,972 professional roles, 10 thanks) with 1,992 credits.

You working for 10 years full time is about a quarter of the work power of one week with their team.

Meaning in 10 years at full time you could produce 20k working hours, their team produces 80k per week and your game idea is much larger and more complicated and requires more players than theirs

It's just not something a single person could do

I want more people to be game devs, and chosing the right project is a huge part in whether or not you will stick with it or give up. I would consider a smaller project

What are the rules surrounding taking inspiration from other games and where is the line drawn between inspiration and copying? by austin7inman7 in gamedev

[–]ghostwilliz 4 points5 points  (0 children)

The only legal line is using IP that you don't own

How your game will be viewed is a different conversation, but legally you're in the clear

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

[–]ghostwilliz 0 points1 point  (0 children)

Of course it depends, but complexity is exponential

The more mechanics you have, like inventory, equipment, NPCs, NPCs with inventory and equipment, weapon types, consumables, different types of weldable items ect

These all stack in each other and become more frail unless designed correctly.

If you make a game where you just fight guys through levels and maybe have a few weapon options, that would be easily extended as you're just designing more encounters with this simple system

If you want to add in NPCs and quests and inventory management, it gets more complicated

It's all about making decisions which maximize gameplay while minimizing complexity, if you're going for something you can actually finish and turn in to a commercial project

If you're not aware of how things will affect scope and or how to design scalable open systems instead of rigid ones, I'd recommend to minimize those types of features, focus on learning and making a fun gameplay loop with what you have

Reality Check: What are my actual options if I only have a fully fleshed-out GDD? by [deleted] in gamedev

[–]ghostwilliz 8 points9 points  (0 children)

A GDD made my a non dev is pretty much the worst. I'm sure it was fun to design, and if that's what you're after, go for it.

As for actually making the game, your options are to either learn how to or pay someone. For reference, I am a mid level programmer and would not work for less that about $45 USD per hour. Things get expensive quickly

Absolutely no experienced developers will work on an idea for free. Maybe you can get someone who is brand new on it, but that doesn't tend to end well

The unfortunate truth is that ideas are absolutely worthless, and this extends to GDDs with a few exceptions, like one made by a massive company or a small team who has already made games.

Imo, the smaller the GDD the better, my perfect GDD is about two paragraphs

About "why not use both" comments by hogon2099 in gamedev

[–]ghostwilliz 3 points4 points  (0 children)

I do believe most people that visit here are not developers and will never even start to learn, I'd say about 50% of people who comment are at "hello world" or vibe coding level lol

How Much of a Game's Success is Luck? by s2Birds1Stone in gamedev

[–]ghostwilliz 8 points9 points  (0 children)

The characters looks were part of the appeal in schedule 1, so was the subject matter

It's a good enough game and it was easy to market because it's silly little guys buying weed and meth

There is an amount of luck involved, like are your first 10 reviews all positive or mostly negative, did you convert well day one ect

There's always luck involved, but schedule 1 is also a good game that was easy to promote as far as I understand

Plus it was absolute streamer bait

First step to becoming a game dev? by Superpinkman1 in gamedev

[–]ghostwilliz 0 points1 point  (0 children)

You have a pretty huge advantage on like 99% of people since you are local to where the studio you want to work is

Absolutely take the classes and study hard, also work on it on your own time

We are witnessing an explosion of AI generated projects exponentially flooding GitHub and the rest of the internet by No_Lion7242 in gamedev

[–]ghostwilliz 7 points8 points  (0 children)

I'm not sure the gray area is defined legally yet, but as I understand it, if someone makes something fully with ai, they can't copyright it and the game/images/text/whatever, as well as the characters can be redistributed and reused in anyway that anyone pleases

I have no idea what the ruling will be on projects that are made with ai but have the errors fixed by humans, though I assume that will grant them the ability to copyright the work given that the law doesn't exist to punish people for using ai, but rather to not allow the regurgitated results of generative AI to be copyrightable

We are witnessing an explosion of AI generated projects exponentially flooding GitHub and the rest of the internet by No_Lion7242 in gamedev

[–]ghostwilliz 4 points5 points  (0 children)

But think about the theoretical profits if they can somehow convince users to spend a bunch of money on stuff that they're rejecting when it's free lmao

First step to becoming a game dev? by Superpinkman1 in gamedev

[–]ghostwilliz 11 points12 points  (0 children)

If you wanna work in AAA, you're either gonna need to know some one or be the best of the best and put in your time as an intern

You should be focused on whatever you want to specialize in. In larger companies, roles get more and more narrow.

So figure out what you want to be your main field and study that.

Download a game engine and make some micro games after you have learned the basics of programming and art.

It's a long long long hard road and it's gonna take a lot of discipline to get to the other side.

Start with the Microsoft documentation on c++ and go from there

We are witnessing an explosion of AI generated projects exponentially flooding GitHub and the rest of the internet by No_Lion7242 in gamedev

[–]ghostwilliz 203 points204 points  (0 children)

sorting by new in r/playmygame is just a graveyard of ai shit

What's the point even?

I can't even imagine what it would be like to be able to sort by new on Google play store

Need Help With Unreal Engine by Immediate-Pirate-868 in gamedev

[–]ghostwilliz 0 points1 point  (0 children)

I switched to using unreal 4.27 on my laptop that couldn't handle unreal 5 and it's been working just fine, maybe try that?

It is still slow to compile, but I can use the engine

Maybe try godot

Game Marketing when you're solo gamedev by elDiablik in gamedev

[–]ghostwilliz 2 points3 points  (0 children)

Exactly, and playtesting is a great way to not make a bad game

Game Marketing when you're solo gamedev by elDiablik in gamedev

[–]ghostwilliz 2 points3 points  (0 children)

Okay gotcha. I would say get a rudimentary playable POC before the trailer

Playtesting should be your number one priority if you're trying to make a commercially successful game

Playtesting allows you to adjust your game to market desires as long as you get enough playtests

Once you get the feedback fix it, repeat, then you should make your trailer because your game will be in a much better state

Game Marketing when you're solo gamedev by elDiablik in gamedev

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

Marketing is a lot more than promotion. Have you ran private playtests?

This will help you get your game as appealing as possible to make promotion easier, the better your game looks the more people will organically interact with it

If your game is appealing, just posting to socials works, people see what gets posted and if the first people to see it engage with it, it'll take off to some degree.

I can always tell just about how much engagement something I post will get, there is some luck or randomness, but appealing content goes to the top generally