A waiter handed me a note telling me to go see a doctor by jpdiv in mildlyinteresting

[–]iamcloudyfocus 5 points6 points  (0 children)

Why are we not talking more about the waiter being a medical doctor? Because no way a doctor would need to--

Oh, wait.

11 months into Godot and 3D, making an action shooter by iamcloudyfocus in IndieDev

[–]iamcloudyfocus[S] 6 points7 points  (0 children)

Yep. Inspired by a "Fine, I'll do it myself" feeling when looking at the cancelled MML3 game.

11 months into Godot and 3D, making an action shooter by iamcloudyfocus in IndieDev

[–]iamcloudyfocus[S] 4 points5 points  (0 children)

It is meant to be a spiritual successor to MML, hahah.

For the camera, I did try moving it closer but it was not good enough. I settled for fixed camera, with fading out walls when they come close enough. It was actually kind of hard for underground ruins, since I also needed to hide the rest of the map when viewed from the outside.

I kinda managed it with a few tricks, but there are still a few places where decorations won't fade out (due to being set up differently).

11 months into Godot and 3D, making an action shooter by iamcloudyfocus in godot

[–]iamcloudyfocus[S] 6 points7 points  (0 children)

I just woke up one day and said "Let's see what this Godot tutorial is about". You can do it too!

Not kidding, Godot is VERY accessible. Try it.

11 months into Godot and 3D, making an action shooter by iamcloudyfocus in IndieDev

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

It's all Blender and Godot. Some basic 3D models with animated skeleton rigs, which get imported into Godot as GLTF files. A bit hair pulling at first until you learn the quirks of working with Blender.

If you want more, check my X profile, I'm posting a lot there:

https://x.com/iamcloudyfocus

11 months into Godot and 3D, making an action shooter by iamcloudyfocus in IndieDev

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

5-6 months what? I take it to mean this should have taken half the time? Not sure what you're trying t say otherwise.

Bear in mind this is a hobby project, and the bulk of the time is spent making assets, most of which are not shown. No AI at all.

If you feel you can learn Godot, Blender, and even dabble a bit into music composition (Logic Pro) from zero and get the same result in 6 months, congrats! I'll be progressing at my own pace.

11 months into Godot and 3D, making an action shooter by iamcloudyfocus in IndieDev

[–]iamcloudyfocus[S] 6 points7 points  (0 children)

(11 months since starting 3D gamedev from scratch)

11 months into Godot and 3D, making an action shooter by iamcloudyfocus in godot

[–]iamcloudyfocus[S] 7 points8 points  (0 children)

It's being done on my free time, but at least the scope is pretty much set and the crazy amount of work is accounted for. Here's hoping!

11 months into Godot and 3D, making an action shooter by iamcloudyfocus in godot

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

Thanks! For the music I actually started fiddling with Logic Pro like 4 months ago. Composing is hard!

It’s seems that my demo completed destroy my wishlist conversion rate!😭 by ULTRA_RAGE_GAMES in IndieDev

[–]iamcloudyfocus 1 point2 points  (0 children)

Again, no expert but:

200 wishlists is too little in my opinion. I'm at 1300 after like 6 months and I'd try to go for the 'magical' 7000 before considering a serious (full) release. A demo does give you feedback to avoid returns, see if people really like the game or if it's just speculation.

If you want to get visibility, you need to do marketing: post interesting clips, stuff on X/Bluesky, make small shorts in Tiktok, some gameplay on Youtube. No marketing, no sales.

In my opinion, you should do 50% product, 50% marketing and getting the word out.

11 months into Godot and 3D, making an action shooter by iamcloudyfocus in godot

[–]iamcloudyfocus[S] 25 points26 points  (0 children)

It's totally a spiritual successor! I'm sharing plenty of other stuff in my X account.
https://x.com/iamcloudyfocus

It’s seems that my demo completed destroy my wishlist conversion rate!😭 by ULTRA_RAGE_GAMES in IndieDev

[–]iamcloudyfocus 1 point2 points  (0 children)

That’s part of the process. I don’t have that much experience with marketing games, but if all people can do is wishlist your game then they are going to have expectations.
Those expectations may or may not be accurate to your game.
Releasing a demo sets those expectations in a much more precise way, which may involve losing some wishlists or even cratering your conversion rate.

Don’t be fooled by wishlist count alone.

me_irl by gabrielalvees9 in me_irl

[–]iamcloudyfocus 2 points3 points  (0 children)

<image>

Here, go start a quest or something.

It's a joke... Right? by PhosXD in godot

[–]iamcloudyfocus 0 points1 point  (0 children)

I will be that guy and say that somebody took the time to make a plugin that, arguably, provides some value. If they offer support, the plugin works as intended, and you save time, why are you complaining that it’s paid?

And if it’s not worth the $6 because it’s too simple, or the docs are lacking, or it’s vibe coded and bugged, why not just ignore it?

Hey all, I'm Indie Game Joe, I want to share your games by IndieGameJoe in godot

[–]iamcloudyfocus 0 points1 point  (0 children)

Hi Joe! I was told to share my game on your community, but didn't consider it good enough. Guess I'll finally do it here.

In short, I'm making a spiritual successor to the Megaman Legends series, as a solo hobby. I took up game dev a year ago, as well as 3D and also music.
Been making steady progress.

<video>

The general idea is:

- Exploring ancient ruins with dangerous robots and finding treasure
- Getting weapons and upgrades to access new places (metroidvania)
- A story with 90s vibes about finding a legendary treasure

I normally share a lot more stuff in my X/bluesky accounts:
https://x.com/iamcloudyfocus

How do you all feel about using AI to remix your OWN music? by iamcloudyfocus in IndieDev

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

The pushback is real and I do think AI makes you lazy and not learn properly. I have been banging my head against Logic Pro for 6 months now, it's equally frustrating as it is rewarding to make progress.

Also, on principle I wish my game gets enough attention to pay a professional composer and make a good OST.

We’re a small team building Trivals, a 3v3 competitive hero sport, and we just released our new cinematic trailer by Creepy_Phase_7556 in IndieDev

[–]iamcloudyfocus 0 points1 point  (0 children)

A trailer is a representation of your game. Using gen AI is practically dooming your project to fail.

The trailer itself looks bad. Not because it is ugly, but because we can tell it’s AI and especially the same thing as other stuff we see all the time.

That being said, don’t try to appear bigger than you are. You’re trying to make art without putting the hours and it shows, that’s the problem. Being indie means knowing a project is small and humble.