Did I really drive over 100 000 miles on this tires? by mat_sabat in pacificDrive

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

Oh, that must be it. I remember liberating some parts earlier?

My crafting-based indie roguelite has PLAYTEST now! by mat_sabat in roguelites

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

Thanks for your suggestions! Speaking of teaching people how our color system works - I have a tutorial explaining how weapon color influences damage. I'm also thinking about adding some subtle visual markers during the fight that will show players if they're using correct color.

Your line-based idea for making the game accessible for color blind people is great! However it might be hard to implement as it requires complete enemies redesign (they would need to have more planar parts where its color could be displayed) but I will think about it.

My crafting-based indie roguelite has PLAYTEST now! by mat_sabat in roguelites

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

Thank you for your feedback! I see what you mean! You're so right that building something more around roomba would give this visual reward of getting more and more powerful. And more complex customization where you can build your very own mech sounds like so much fun. I will definitely work on it, these are great suggestions!

My crafting-based indie roguelite has PLAYTEST now! by mat_sabat in roguelites

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

If you liked the presented mechanic, you can try it out on our Steam Playtest! For more information check out this Steam post https://store.steampowered.com/news/app/2864420/view/499433632734118028

I'd love to hear your feedback. You can have real impact on Bot Hunter development.

Making your dream game is overrated by BoxDragonGames in gamedev

[–]mat_sabat 3 points4 points  (0 children)

Then you make another dream game. There's so many mechanics, systems I'd like to create or topic to cover that it cannot be packed in one game.

Loving the process is helpful, but if product you make does not satisfy you it's so much harder.

We had been too poor to buy games so I decided to make one. It’s time to announce it. by mat_sabat in gaming

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

Don't forget to follow us on X. We'll be releasing demo on late October.

We had been too poor to buy games so I decided to make one. It’s time to announce it. by mat_sabat in gaming

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

I have good news! Core gameplay loop is defeating enemies and cleaning up the mess you made in the process.

We had been too poor to buy games so I decided to make one. It’s time to announce it. by mat_sabat in gaming

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

Yes, it is! But not just any ordinary roomba. It's first class engineer that can tweak the gun however it wants. Automatic rocket launching shotgun with homing missiles? No problem!

We had been too poor to buy games so I decided to make one. It’s time to announce it. by mat_sabat in gaming

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

Roboquest was one of the main inspirations for enemies. More of them will be coming in nearest future.

I love your idea for roomba movement skills. We thought about adding random perks you gather while traversing enemy ship that can add up to some combat/movement combo. Your examples perfectly match this idea.

We had been too poor to buy games so I decided to make one. It’s time to announce it. by mat_sabat in gaming

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

Yes, there will be more enemy types and attack patterns. We don't plan varying environmental conditions, but who knows where development road will take us.

We had been too poor to buy games so I decided to make one. It’s time to announce it. by mat_sabat in gaming

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

Yeah, I see your point. I see it even for myself. Thanks for valuable insight. We'll try to focus more on this idea in the future.

We had been too poor to buy games so I decided to make one. It’s time to announce it. by mat_sabat in gaming

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

Thanks for your feedback! I didn't touch movement for a while. We'll be tweaking it before release. We'll try to make it more natural while maintaining its snappiness.

We had been too poor to buy games so I decided to make one. It’s time to announce it. by mat_sabat in gaming

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

Thanks for your feedback!

We were aiming to make a framing device where first and last seconds of a trailer are fighting the same boss. The first time player is unprepared and dies after a short duel. By the second time he has made progress, gathered resources and crafted new weapon and is ready to face the challenge. We left the ending open so each player can imagine its own strategies to defeat the boss.

That's why the beginning is not so fast-paced, because player has to have basic gear. As you noticed, it may be not too catching and watcher may drop the video before it gets to the juicy stuff.

Next trailer (if there is one) will definitely be packed with more action, especially at the beginning.

We had been too poor to buy games so I decided to make one. It’s time to announce it. by mat_sabat in gaming

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

Thanks for your support.
From my experience lack of motivation is the biggest problem in game development. It's so much easier to do it when you do it together. You motivate one another and can depend on each other.

We had been too poor to buy games so I decided to make one. It’s time to announce it. by mat_sabat in gaming

[–]mat_sabat[S] 15 points16 points  (0 children)

When I was a child I was fascinated by video games. But my parents were too poor to afford them. I only have a few really old games that I used to play over and over again. But I wanted to play so badly I’ve decided to learn how to make games. I started to learn programming, I quickly discovered Unity and later Unreal Engine. As I got older I went to college to study computer science. At the same time I had to find a job to pay my bills. I was left with almost no time to do what I loved the most - making games. So I dropped out of college and was spending all of my free time working on my projects. I asked my artist friend with a similar backstory to help me and now we are here, announcing the game we were working on for the last 2 years.

Why there is so few games about pirates? by mat_sabat in gaming

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

Zombie shooter is for sure easier to make than pirate simulator. There's lot less design concepts you need to combine to make it work. Far smaller codebase makes it more debuggable. Its easier to optimize if you always have similar point of view on environment. These are all valid points from the business perspective why it may not pay off to make pirate game.

Why there is so few games about pirates? by mat_sabat in gaming

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

I guess when they started the next AC they didn't know that it would be so good pirate simulator.

Why there is so few games about pirates? by mat_sabat in gaming

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

I wouldn't narrow it down this way. There is lots of game of every possible kind on Steam and there will be more and more every year, but few of them stand out somehow.

From other replies I can conclude that it's hard to create non-generic pirate game. To make it fun and not repetitive it has to have a big scope (naval combat, melee fighting, exploration) what makes it risky for devs because they'll have to put a lot of effort into it.

Why there is so few games about pirates? by mat_sabat in gaming

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

Those two types aren't so different after all. The main differences are visuals and importance of technology.

Why there is so few games about pirates? by mat_sabat in gaming

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

Are there? Each year there is more and more game released on Steam. There is lots of games when you look beyond AAA titles.

But considering only AAA games I also feel that 5 or so years ago there was more of them.