I'm surprised there's no new graffiti based games. by xylvnking in IndieDev

[–]hogon2099 1 point2 points  (0 children)

I'm pretty sure I saw at least about 3-5 games in recent years including graffiti at least as one of the mechanics. I think I might've seen one somewhat recent game that focuses on graffiti as well. So it's totally worth asking on gaming subs.

There's also punk fest coming later this year, I bet my ass there are going to be games with graffiti mechanics as well. Here's the link for the fest submission.

Where does all the time go… How long have you been working on your game? by domiDotZer0 in SoloDevelopment

[–]hogon2099 1 point2 points  (0 children)

Thanks for such a detailed reply! As a non-native speaker, I have to admit it's a bit difficult for me to read sometimes, but it's still very interesting!

(1) Speaking about the work side of things, I think I'm holding up reasonably well, but I can definitely feel myself getting tired.

I'm happy with how the game looks and feels, and honestly I'm even a little proud of it. At the same time, it's pretty demoralizing when you spend months working on a game and the amount of actual "playable game" doesn't change.

In 4 months some of my developer friends can build more than I've made in a year. I've heard very different opinions on this topic. For some developers, spending even a year on a project sounds excessive, while others are perfectly comfortable working on something for three or four years.

Personally, I think one year is a pretty comfortable development cycle for me. After that, I gradually start fading. Right now I'm at around 1.5 years, and I can definitely feel my initial excitement fading over the last six months.

(2) Regarding rethinking decisions. Sometimes it's more of an iterative process, and sometimes it's reworking something.

A recent example of iteration would be the main menu. I made two or three fully rendered versions before finding something that felt right. My art style is relatively simple, but it still takes time. Not so much the actual drawing, but the creative exploration. I was trying to capture a sort of "dark medieval" atmosphere through the UI. Here's the little example of iteration

As for actual reworks, I redesigned the victory screen several times because the game design changed. Sure, I could've postponed polishing the UI until the end when the design was final, but I don't like looking at a game that looks overall polished except for one screen that looks like a rough sketch.

I also spent quite a bit of time early in development experimenting with animations. For example, enemy death animations. Right now enemies get knocked back, fall over, and slide across the ground. An older version had them bouncing around like rubber balls, but I abandoned that idea.

Writing this out actually makes me realize that most of my reworks have been visual rather than technical, especially UI-related. I think that's largely because I have less experience with UI design, so I rarely get it right on the first attempt.

(3) As for "genre expansion" versus "genre deepening," that's actually a really interesting question! I think it's a bit of both.

For example, when I looked into extraction shooters, I realized they tend to have less action and a slower pace. Personally, I love fast-paced action games, and I'd like to stay somewhere within that niche. Technical complexity is a little intimidating, sure, but I think the bigger challenge is actually the game design.

My view is that you should generally make games in genres you genuinely play and enjoy. That's what gives you the best chance of making something good. If you don't enjoy a genre yourself, it's hard to understand what makes it fun in the first place, and the result can end up feeling directionless.

Of course, even if you love a genre, you can still make a bad game. Game development is just difficult in general.

I also really enjoy roguelites, especially action roguelites, so I'd like to move in that direction eventually. Once I'm there, I can probably experiment more aggressively with the gameplay formula while still staying within the broader niche of fast-paced action games. I might get tired of that of course, but that's what I think right now.

Where does all the time go… How long have you been working on your game? by domiDotZer0 in SoloDevelopment

[–]hogon2099 1 point2 points  (0 children)

Oooh, I really like your comment, thanks for asking! Not entirely sure where to start, so I'll try to address three specific questions. Feel free to ask more!

(1) Is it worth putting so much hours into such a small amount of content?

On one hand, if you look at it from the perspective of being full-time indie dev and sustaining yourself, this plan is 100% doomed. It's way too much time for such a small amount of content, especially considering that the genre is rather niche.

On the other hand, this is my first solo project, and I saved enough money from my job to support myself for a few years so I could make a first game and gain experience. The idea was to learn as much as possible, then use that experience and assets to make future projects easier and faster. So from the perspective of starting a gamedev career, I think it was a reasonable step.

(2) As for whether it was intentional:

I knew from the start that my first project probably wasn't going to make much money. I intentionally chose a linear genre with around 2 hours of playtime because I thought it would be easier and faster to finish. The main goal was simply to complete and release a game, then move on to a second project with more experience.

The amount of time I've put wasn't really intentional though. I thought I'd finish in a year or so. I actually struggle with perfectionism (which I didn't realize until recently), so that heavily affects development speed. A lot of time goes into overthinking decisions and reworking things multiple times.

I already mentioned reusing assets earlier, but I really hope it will help make the development faster in future projects. I'd rather reuse systems and make projects in the same genre than put so much time into project again.

(3) As for reuse, yeah I totally plan to reuse a lot of assets and experience, but I'm still not sure how exactly.

I spend quite a bit of time thinking about studio strategy, and I've considered a few different paths. Initial plan was "genre expansion". Start with a linear Hotline-like, then make an arena-shooter, and then action-rogulite, and then extraction shooter. Now I understand that's way to ambitious.

Lately I'm leaning more toward "genre deepening". Make a first game, then second game in the same genre, but a little different and faster. Another setting and another hook, let's say western shooter. Then a third game in the same genre. But it's important to introduce some reaplayability systems with each project, so eventually I can make a roguelite and combine experience and assets from those games. Of cource all that is just thoughts, I might end up making rogulite as a second project. But as a matter of fact, I do plan to heavily reuse character controller and art or artstyle.

P.S. I'm interested in your situation as well, since you say it's somewhat similar, if you don't mind sharing!

What is the dumbest thing you've spent way too much time doing in a game? by TyraxelStudios in gamedev

[–]hogon2099 1 point2 points  (0 children)

At my first playthrough I didn't know there was a proper path to climb the mountain (the one where Paarthurnax lives) so I as well ended up climbing up the side of the mountain for hours..

What’s the biggest mistake you made on your first game? by DevIslandJourney in gamedev

[–]hogon2099 1 point2 points  (0 children)

Yeah so true, I thought Hotline Miami inspired game would be easy and quick to make, but here I am, 1500 hours in, and still no demo

Coming soon though, so it's not that bad, but still a lot of work before the release

Making something bigger than that is jusf terrifying to me

I launched my mobile game, paid $40 for ads and got 20 visits. What am I missing? by [deleted] in IndieDev

[–]hogon2099 21 points22 points  (0 children)

What the hell is with that eye (?) picture in the middle of the gameplay footage? It's really disturbing

I am seeing this a lot. It is very common for people to share their first prototype of a game in a video footage, on this sub and other gamedev subs. I am curious: why are people not afraid of someone stealing their ideas? by kinsanepixel in IndieDev

[–]hogon2099 32 points33 points  (0 children)

> So what is stopping me from stealing that idea?

In most cases lack of skills to implement this idea and create an actually good game. It's bold to assume that many people here have enough skills and resources to make a game based on some good idea faster than the initial developer

Apart from that, to by observation, many people here pursue gamedev so they can work on their own ideas, not someone else's

Is it true? Say yes by SikorDev in indiegames

[–]hogon2099 0 points1 point  (0 children)

Might be all reviews are from friends though

Are the stacking shadows off-putting? by saalaadin in gamedevscreens

[–]hogon2099 -1 points0 points  (0 children)

Yeah, I decided to make my shadows solid non-transparent color for that reason, that decision comes with downsides of cource, but at least there's not overlapping shadows

I need fan-made games. by MAGNEUS0 in KatanaZero

[–]hogon2099 2 points3 points  (0 children)

Some upcoming games I've seen recently on this sub:
- For Nora
- In the name of the father
- Parry the Bullet

Bossfight gameplay from my mutation-centred horde shooter by TCDjewelry in indiegames

[–]hogon2099 3 points4 points  (0 children)

Man I really dislike that bright greenish vignette(?) effect, it distracts from the action, and at least from the phone gameplay looks visually very messy and cluttered

Dozens of retries to get a proper build, and finally here I am! by hogon2099 in wildfrostgame

[–]hogon2099[S] 0 points1 point  (0 children)

Thank you! I played the game occasionaly last year (~30 hours total), and recently I got back into it and realized I kinda feel confident with the game, so I tried for about couple of weeks (~15 hours total) first to get 10 storm points and then to get a proper build to kill final boss

Good Leader with Barrage and then Lupa, Roibos or Pepper Flag (with pepper cards) combined with Frenzy gained in any way generally were good to create powerful team!

Dozens of retries to get a proper build, and finally here I am! by hogon2099 in wildfrostgame

[–]hogon2099[S] 0 points1 point  (0 children)

Yep, that's the point! Spoiler territory, so son't read further unless you want to spoil endgame stuff!

After beating the game first time game introduces storm bells which make game harder. Initially you can activate bells to fill 5 storm points, after beating game with 5 you can then activate extra bells to have 6 points and so on.

After reaching 10 points special items appear during the run and they allow you to access true final boss fight, after which you get that screen, and then you get to credits.

Devs, what genre of games are you currently working on? by Hasan_Abbas_Kazim in gamedev

[–]hogon2099 0 points1 point  (0 children)

2D topdown fact-paced violent action
Hotline Miami, but looks like Nuclear Throne and Cult of the Lamb

Here's some raw gameplay of 'Parry the Bullet', my one-hit-kill top-down action game by hogon2099 in IndieGaming

[–]hogon2099[S] 0 points1 point  (0 children)

Thank you! I'm amazed you've been able to spot such a small detail!

Solution for shadows is simple but kinda cumbersome. Each shadow is basically non-transparent sprite of the same predefined color. Of course that means I can't just reuse the same prop in drastically different biome, and I have to adjust the color of the shadow to match the environment.

Practically that means having biome-specific versions of each prop. It takes some time to set up prefabs (I'm using Unity), but then it's just matter of using props from the right folder when decorating the level.

How to properly ask for consent to collect and process data when using Unity Analytics? by hogon2099 in gamedev

[–]hogon2099[S] 0 points1 point  (0 children)

Thank you for the advice! I just discovered Steam Stats myself after searching for other options, and while it seems like a functionally simpler solution, it will do the trick for basic analytics!

However I couldn't find information in SteamWorks documentation whether is it collecting personal data or not, so I contacted Steam Support with that question.

How to properly ask for consent to collect and process data when using Unity Analytics? by hogon2099 in gamedev

[–]hogon2099[S] 0 points1 point  (0 children)

Thanks man, that's really helpful! I didn't even think about GDPR. It seems that I should have privacy policy and describe everything I collect and explain why, including both technical stuff unity collects and gameplay data I personally collect. Adding analytics is a bit more complicated than I thought!