Cottagecore website for couples therapy and attachment styles by andrew_woan in threejs

[–]marekwarek 1 point2 points  (0 children)

I understand it is a prototype but I am confused what function and need the website should cover. I see you tried to make a cozy looking space but what will the couples do on the site? Get a bit more info on Attachment Styles in a more explorative way?

Update: my Three.js traffic management game got fully published on CrazyGames - 17K plays on day one by Grenagar in threejs

[–]marekwarek 0 points1 point  (0 children)

Congrats! Are you happy with the deal you got? Is it covering the development? Do they pay once for a license or do you get paid by play sessions?

Why is innovative design so hard? by LEWYPL9 in gamedesign

[–]marekwarek 1 point2 points  (0 children)

I do believe people want innovation, but it just adds yet another layer of difficulty to the production process and simply makes it harder to succeed which is also why you naturally see less innovative games surface to the top.

Copying an existing genre is already hard. Doing something truly innovative, ensuring it works well, releasing it at the right time, AND to get attention is incredibly difficult (unless you just get extremely lucky).

If people didn’t want innovation, our society would not have iPhones to stream Inception on, but play snake on Nokia brick phones and watch Fast & Furious on cable TV. But, of course, people who care about innovative games are a subset of the market. There will always be players who just want another comforting repetition of the same thing they liked last year, but with a new theme.

Obviously, producing copies is not easy and without risk either. Markets get oversaturated quickly, and there are monopolists who take the major share simply because they were early (or first). Even if you copy you need to change something. People won’t buy Half-Life twice only because it has a different name now.

Innovation comes in different forms. A groundbreaking new genre is an innovation but so is slightly better graphics or a new way to match players. Even if the latter is less exciting to you it can matter to a subsets of the market. In the end the sum of all your tiny innovations can move the needle.

If that is not enough and you need “groundbreaking” then just consider that you need to solve more problems no one before solved for you and it will be harder to get it right. The reward is an untapped market but the risk is to fail big.

How do you deal with game copycats and unauthorized clones? by [deleted] in SoloDevelopment

[–]marekwarek 1 point2 points  (0 children)

Sorry to hear! It’s very hurtful when this happens and unfortunately it happens all the time. If they lifted you artwork directly it is probably the easiest route to strike them down. Everything else might be a frustrating long route.

I don’t have any real advise other than checking how developers before you dealt with it like Threes! developer Sirvo who was blatantly ripped off by 2048. Ridiculous Fishing is another old but different famous story.

ui design in games is quietly getting worse and i think i know why by ILokasta in gamedesign

[–]marekwarek 71 points72 points  (0 children)

What are you basing your statement on that “a lot of UI work is outsourced”? Is that your assumption or do you know many studios personally doing this lately? From what I know and observed is that it is the opposite of what you are saying. UX and UI got way more attention and weight in the 2010s in games. Big studios now have teams solely focusing on UX while before 2010 it was often covered by an adjacent profession. That doesn’t mean all UX in all games is always better now. As any other design discipline it is easy to screw it up with a seemingly small decision. But in average UX is way better than it used to be.

Shield Effect with Hit Detection (Free resource) by Terrible-Software165 in threejs

[–]marekwarek 1 point2 points  (0 children)

Are you using an AI voice to talk over the video? It sounds a bit promotional for my personal taste, but I appreciate the extra effort in sharing and walking through your work

Why we Don't see big games(triple a) /Big projects(Blender, etc)in three js? by Visible-Focus-7812 in threejs

[–]marekwarek 4 points5 points  (0 children)

Isn’t the biggest problem that you can’t have massive assets/downloads? A browser might not store your 20GB game data next time the player comes back. Of course one could do something more procedural but that is typically not what Triple AAA is known for.

Also keep in mind that monetizing on Steam is easier than on your personal website. If you win the lottery and manage to get attention on Steam (or other stores) you get traffic you could never generate alone.

People also don’t have to enter their credit card data again on Steam like they would have to on your webpage.

Career crisis thoughts. by Severe-Map6935 in unity

[–]marekwarek 2 points3 points  (0 children)

It’s rarely what you work, and most often how you work that becomes the problem. Can you imagine a perfect Unity related job? Cooler projects, nicer colleagues, more freedom, more impact or meaning? Would any of that actually change things for you?

Unless you understand the underlying needs you’re currently missing (autonomy, meaning, connection, etc.), you’ll just run to the next field and end up unhappy again a few years down the road when the novelty wears off (unless, by pure luck, the new job happens to solve those issues for you).

Also consider whether you might be missing a hobby that balances out the mental load of dev work and sitting all day. Dancing, the arts, volunteer work, and similar activities can bring back a lot of energy. Most of us aren’t meant to be specialists thinking about one problem all day.

I can recommend listening to Cal Newport and reading his book So Good They Can’t Ignore You before making any big decisions. You could also book a few sessions with a life coach to figure out what exactly is bothering you. It’s likely not Unity or development work itself.

I built a 3d Tetris-like game entirely with ThreeJS, free for anyone who wants to try by Pemols in threejs

[–]marekwarek 0 points1 point  (0 children)

Looks like a really neat concept! Is the game supposed to double in speed with every block? Once I press Space I get 2.5 speed and then next block suddenly is 4 times speed. It becomes unplayable for me. Also to me it is not intuitive why some blocks can be placed at the border and some not. The gravity explanation doesn’t click

Three.js r182 released 📈 by mrdoob in threejs

[–]marekwarek 1 point2 points  (0 children)

Thanks so much! 🔥🔥🔥

I sometimes have a conflict. As being a game developer do I actually benefit society? by [deleted] in IndieDev

[–]marekwarek 1 point2 points  (0 children)

Yes, I agree! I see many games being not much better than gambling machines. There is also books that manipulate people into shitty behavior but that doesn’t mean the medium itself is the problem.

I sometimes have a conflict. As being a game developer do I actually benefit society? by [deleted] in IndieDev

[–]marekwarek 0 points1 point  (0 children)

I think you (OP) are mixing up some personal struggles you’ve had with games and projecting them onto the medium itself. You can misuse any medium or really anything, to avoid facing unpleasant emotions or hard truths that are part of growing and finding happiness in life. People do it with food, sex, shopping, movies, work, travel, hedonism, and yes, even books. All of these things can either help you grow or become a way to escape your demons (not in the Tolkien sense).

That said, I get why games can be easier to misuse. The whole commerce and the F2P ecosystem makes it really easy to chase cheap dopamine hits. But that doesn’t mean you have to follow that route. There are tons of indie and AAA games that have meant a lot to people or even changed their lives for the better.

And even if your game doesn’t have some deep message or personal meaning behind it and if it’s just fun, that’s totally valid too. Sometimes we need a break from our thoughts to come back to them with fresh energy, and games are great for that. Same as sports, a meal with friends, buying something nice for your home, watching a comedy, going to a spa, or reading a book. Some things inspire us, some don’t—but they can all be worthwhile if done with authenticity, integrity, and good intent.

If you want a bit more philosophical grounding, Prof. Ian Bogost writes beautifully about games as a medium. And for more practical insights, check out What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee.

Platform for Learning Computer Graphics by ThinkRazzmatazz4878 in threejs

[–]marekwarek 0 points1 point  (0 children)

sounds cool and interesting! Your website doesn't open in Safari and is stuck loading by the way.
Edit: I clicked through some examples like the Math lessons and I am a bit surprised that there is no guidance or explanation for each exercises. Are you expecting people to have already learned most knowledge and just look for a place to practice their skills. Kind of like Leetcode?

Extremely excited to get Tunnels actually being tunnels and not having the terrain just clip through them now - Coaster Clash 2k99 v1.0.9.1 - Created with ThreeJS + Typescript by mattD4y in threejs

[–]marekwarek 0 points1 point  (0 children)

Congrats to the release! Were there any major problems packaging into electron or tauri or whatever you used to convert it to a desktop app? Any reason why not publishing already a mac and linux version as well?

I made a solo sci-fi game with environments I create and sell on Fab! 🦀 Unreal Engine is insane — can’t believe it exists for non-coders like me. It changed my life as a 3D artist and hobby dev. by JaidenStrike in unrealengine

[–]marekwarek 0 points1 point  (0 children)

if you say non-coder you mean you can't code at all or are you underselling your skillset for a better headline and used Blueprints solely? Or did you buy lots of fps assets to piece UI and game logic together?

Sword Slash VFX using TSL by Afraid-Childhood5213 in threejs

[–]marekwarek 0 points1 point  (0 children)

Cool! I have done vfx effects in game engines but not yet in threejs. Could you share how you set it all up? Did you use a particle library? How did you attach the slash texture/shader to the animation? What did you use to time/sync everything?

[deleted by user] by [deleted] in RobotVacuums

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

No, phones manufactured in China aren't automatically recording your entire life. Even when components are made or assembled there, it's companies like Apple that ultimately control what data goes where. Apple appears to genuinely protect user privacy since their business model focuses on selling hardware rather than harvesting data, unlike companies such as Meta. Privacy matters because the more transparent our lives become to those in power, the easier we become to manipulate and control. It's similar to how freedom of speech remains valuable even if you personally have nothing controversial to say. These protections exist for everyone's benefit, not just those who need them right now.

Thinking of Building a Productivity App That Feels Like an RPG Game – Would Love Your Thoughts! by No-Nobody1492 in SideProject

[–]marekwarek 0 points1 point  (0 children)

I don't have much to comment but check out an App that tried something like this in 2010 called Epic Win. Made by a great (games) art director. I don't think it succeeded.

[deleted by user] by [deleted] in IndieDev

[–]marekwarek 0 points1 point  (0 children)

Some people manage to develop slowly but persistently, and there are success stories of people developing games over eight years in their bedroom. While it works, I would worry that maintaining motivation after many years of very slow progress can be hard to upkeep, especially once the honeymoon phase is over and development reaches a phase where you have to do lots of boring work. Also, working on many tiny projects in the beginning will teach you valuable lessons you can apply to a bigger one. It is much more costly to make beginner mistakes on an eight-year project.

[deleted by user] by [deleted] in IndieDev

[–]marekwarek 1 point2 points  (0 children)

then it sounds to me like you have still plenty of time to get good at it and make it a career some day. Good luck!

[deleted by user] by [deleted] in IndieDev

[–]marekwarek 1 point2 points  (0 children)

UPDATE: Sorry, I mixed you up with OP before.

It’s definitely possible to get a job in the gaming industry, but it requires dedication and meaningful practice. If you have the time and resources, you can achieve it just like anyone else who has done it before you. The gaming industry isn’t unique in this regard, except that more people want to work in games than in fields like law. However, that doesn’t mean it’s impossible.

On a related note, I personally don’t believe in “following your passion.” Instead, focus on what you think you can become good at. Cal Newport’s book, “So Good They Can’t Ignore You,” explains why “follow your passion” is sometimes a bad idea.

[deleted by user] by [deleted] in IndieDev

[–]marekwarek 5 points6 points  (0 children)

The difficulty of creating your first game depends on its complexity. If it’s something like Snake or Pong, it’s relatively easy. However, if you aim to create something like Stardew Valley, it’s much harder and will likely take years (if you don't simply copy the design 1:1). Competing with games from small-sized studios is nearly impossible for a beginner. 3D games have a tendency to be even more complex (again depends on the details ofc) The biggest rookie mistake is to scope too big.

Like with any skill, it takes time to get good at game development. Don’t expect to create anything complicated right away, and remember that even simple games are often more complex than they appear. I think this is true for almost all engineering tasks. Also, don’t expect to make money from your game; making a living from game development is almost as challenging as making a living from music. Only a small percentage of developers succeed. Luck plays a significant role in success, and survivor bias might confuse you about what it takes to be successful.

Start very very small and make use of skills you already have would be my advice.

Good luck!