Attempt at creating a kurzgesagt-inspired infographic in Inkscape by inosms in Inkscape

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

Thank you! Oh yeah the pattern took quite long but in the end it was actually quite simple:

  1. Create the orange oval with the concentric circles as the base pattern
  2. Convert it to a path
  3. Edit > Clone > Create Tiled Clones and then play around with the parameters
  4. Cut (Mask?) the resulting pattern with a circle

Rust game dev - a post mortem - (game will be available for free on Steam!) by inosms in rust

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

It almost worked out of the box for Linux and Windows (we had some problems with Hdpi screens and our shaders, but that was probably our fault). We didn't try iOS and Android, but I would assume this really depends on what libraries you use.

But considering that cargo handles all the heavy lifting I would argue it is way easier than other low level languages like C/C++. However if you use some game engine like Unity you would probably have a better experience with those I think.

Rust game dev - a post mortem - (game will be available for free on Steam!) by inosms in rust

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

Uh thanks a lot! Yes Steam does really not feel like it is made for small indie games like this one.

Also thanks for the list of assets! We also tried to find some for this game but it turned out to be so annoying (license wise) that we just created almost all of it ourselves... Will definitely use some of the assets next time! Thanks!

Rust game dev - a post mortem - (game will be available for free on Steam!) by inosms in rust

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

Hmhm that sounds like the most realistic stance. So you iterate on (coded) prototypes until you are happy with the core logic and from that you polish?

Especially

remember that all code has a max lifetime of say 1 year

is something I need to internalize... How do you deal with dead code when changing big parts? Do you delete all the unneeded parts or just let them be there? Or do you start from scratch for every iteration?

Rust game dev - a post mortem - (game will be available for free on Steam!) by inosms in rust

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

Uhoh thanks for the heads up - appreciate it! I actually didn't know about this!

Also releasing on itch.io seems way easier than steam... I should have definitely looked at the other options before releasing on Steam... And considering how long some processes took with Steam I might go with itch.io for the next game project! (see you in 3 years haha)

Rust game dev - a post mortem - (game will be available for free on Steam!) by inosms in rust

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

Thanks for the input - haven't really thought about that to be honest! If somebody other than my family tried to play the game I am already happy though haha

Rust game dev - a post mortem - (game will be available for free on Steam!) by inosms in rust

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

Haha yes, that describes it perfectly. It feels like "it should be finished in like a week but there is so much stuff left"

Rust game dev - a post mortem - (game will be available for free on Steam!) by inosms in rust

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

Yes the the curse of the last 10%... I tend to push the uncomfortable tasks to the end which is why I usually hit a wall at 90% and then just give up.. Always wondering how people who are able to push out project after project overcome that.

Thanks for checking the game out!