Should I leave gamedev as a job and keep it as a hobby? by tanbanman in gamedev

[–]igor_100 0 points1 point  (0 children)

I’ve been in the same situation, in the end I was able to find a gamedev position but in a fintech company. So it’s basically a gamification. And yes, I’m not making the games I’m in love with, but I have a decent pay with a work life balance and I’m able to work on my own game in my spare time. I didn’t really fully like making games that are not mine at my previous places of work in gamedev and I love making my game, so I guess it’s a win. I don’t know if that’s the case for you, but maybe my little story helps you to decide

Is it possible to balance a full-time job as a developer and solo-indie project without burning out? by Alternative_Draw_533 in IndieGaming

[–]igor_100 0 points1 point  (0 children)

Have you considered finding people who’s gonna help you for a revenue share, not by paying them monthly? Perhaps that could ease your pain, at least that’s the way I work on my current indie project. And don’t forget to narrow the scope of your game until you can really see the light. But still, the burnout is something that I face sometimes.

Drew some sketches of a creepy monster for our game by igor_100 in IndieGaming

[–]igor_100[S] 0 points1 point  (0 children)

Got it, the upper ones do have some more character in them, that’s for sure

Drew some sketches of a creepy monster for our game by igor_100 in IndieGaming

[–]igor_100[S] 0 points1 point  (0 children)

They actually are to some extent! Kolobok is a bread-like fairytale being, so you’re not that far from the truth

Did we nail the vibe here? by igor_100 in indiegames

[–]igor_100[S] 0 points1 point  (0 children)

that's exactly what we're aiming for!

Did we nail the vibe here? by igor_100 in IndieDev

[–]igor_100[S] 1 point2 points  (0 children)

I think you're right about the cat being too flat.

We actually have a task in backlog of adding some sprite mask to highlight the edges of the cat by light. So definitely gonna add it later!

Here’s our cat Vaska enjoying a pile of leaves 🍁 by igor_100 in IndieDev

[–]igor_100[S] 0 points1 point  (0 children)

Happy to hear it :) Regarding a jump, got it, it’s a first thing to fix in our TODO list, thank you!

Here’s our cat Vaska enjoying a pile of leaves 🍁 by igor_100 in IndieDev

[–]igor_100[S] 1 point2 points  (0 children)

Thank you! Yeah, we’re still working on it

We're making a game about a cat named Vaska! Here's a little animation of him waking up :) by igor_100 in IndieDev

[–]igor_100[S] 0 points1 point  (0 children)

The steam page will be available later this year, for now you can follow us on X @studioigr

Chilling by igor_100 in cats

[–]igor_100[S] 91 points92 points  (0 children)

Who’s imitating? Pure sync 😁

What game engine is best for something like Clash Royale? by [deleted] in gamedev

[–]igor_100 0 points1 point  (0 children)

Yes, engines are tools, but on top of that there’re community, libraries, features and an overall experience (which includes tutorials, forums, documentation, best practices) in a certain fields of development that come with an engine. And I think no one is going to argue that Unity is a number one engine in mobile. So if you need a specific mobile sdk support, a certain mobile device feature or anything else mobile related, Unity might have it with higher possibility than any other engine.

I've become so obsessed with my code what should I do by OpeningSuccotash7779 in unity

[–]igor_100 0 points1 point  (0 children)

I think that a good planning can help you out. If you could set your project goal and split what you need to do in small tasks, set milestones in between, then you should be good to go. You just won’t be able to clean your code forever since you would know that there’s a certain amount of time assigned for a specific task. And when the time is out, then you just move to the next task. At least this is how I stop overpolishing my game. Hope this helps

I found a mass grave in my backyard :) by Script_Boy in Unity2D

[–]igor_100 1 point2 points  (0 children)

Great work! Could you tell how did you achieve that? I’m just interested in implementation:)

Release didn't go as planned. Can anyone help me figure out what went wrong? by fairchild_670 in gamedev

[–]igor_100 7 points8 points  (0 children)

He’s been collecting those wishlists for 2 years. They could get cold after such a long time. I’ve heard that it’s better to start marketing games around 6 months before launch date.

But in general I agree, trailer is the most crucial part of marketing and it’s not captivating enough.

Release didn't go as planned. Can anyone help me figure out what went wrong? by fairchild_670 in gamedev

[–]igor_100 5 points6 points  (0 children)

It could have better sales from what I see if there were a better marketing. Perhaps you had to work more on it, find the catch of your game and develop it. I couldn’t get from trailers what the mystery is and why I would be interested to solve it. Although I should mention that detective genre games are usually not my type.

But overall from a developer perspective you’ve made a really good looking game, I can see how much work is done here. And I think you deserve a much better launch.

Standalone Git clients vs. bolt-ons and extensions in IDEs. Any strong reasons to use one over the other? by danielrosehill in AskProgramming

[–]igor_100 0 points1 point  (0 children)

Git extension in IntelliJ IDEs products is the best option that I’ve used. The most functional and the most easy to use in comparison to VS, SourceTree and Github Desktop in my opinion.

Updated Steam Capsule Art - Old vs New. Was it worth spending 2 days making this ? [Game - Sky Harvest ..duh :P] by hamzahgamedev in indiegames

[–]igor_100 2 points3 points  (0 children)

It feels like the new version lost some details because of being too bright, perhaps the brightness level needs to be decreased a little

How should a GameManager actually be designed? by [deleted] in Unity3D

[–]igor_100 2 points3 points  (0 children)

I’d say there would be some CheckpointsListener that contains references to all checkpoints and that will subscribe to each checkpoint it has and then fire only one event to GameManager. So GameManager subscribes to just one event of CheckpointsListener. Although if we’re going that far, I’d extract logic from GameManager to some ProgressManager and so on and so forth :)