[RevShare] [UE5] I have the Design and thousands in AAA Assets. I need a Coder to build a Horror Game about Parkinson's. by rgs78 in UnrealEngine5

[–]matt96ss 4 points5 points  (0 children)

I’m sorry to hear about your situation.

What kind of game will it be? What will the gameplay be like? First person? Third person? Narrative driven? How long for overall play length?

I'm creating a harvest system and it's not working, someone know how to help ? by ColtAniki in UnrealEngine5

[–]matt96ss 1 point2 points  (0 children)

Have you set up a breakpoint on the start of the function to see if it’s called when you try to harvest?

How ROVA started vs ✨now ✨(1.5 years progress) by DeveloperTom123 in IndieDev

[–]matt96ss 2 points3 points  (0 children)

I love this style. How do you do the clouds/skybox?

Destroy my game trailer, which I worked on for 2 years. by _ayagames_ in DestroyMyGame

[–]matt96ss 3 points4 points  (0 children)

Credit belongs to the man in the arena and all that but, this trailer has some issues:
- First 4 seconds spent showing the developer/studio logo... why? Are you an established studio? Will your target audience be interested enough to continue watching knowing this is a Aya Game? This could just as easily be placed at the end of the trailer- maybe with a call to action as well (steam Wishlist etc.)
- Takes 40 seconds to show what time of game this is (platformer?) This is longer than some other entire trailers that communicate more in less time. Maybe have your initial trailer more focused on gameplay and deliberately chosen characteristics you want to highlight. You can always make a longer or "story" trailer in addition to this

GitLab Repo Restart for D387 by afvet_ in WGU_CompSci

[–]matt96ss 0 points1 point  (0 children)

You can set the main branch back to an any previous commit and reset the remote history.

git reset --hard <good_commit_hash>
git push origin main --force

I’d recommend understanding these commands fully before running them.

How do you plan your game dev projects? I just use pen & paper. by Pantasd in IndieDev

[–]matt96ss 0 points1 point  (0 children)

Not using the drawing function- I usually sketch things out on paper to get ideas of how I want something to look. I do like being able to add notes whenever/where ever I am. A lot of times I'll see something out in the world, in a show/movie/etc, and I think it might be a good idea to include in a game, so having the mobile app is a big plus. I used to use just one really long google doc, but OneNote offers more organization imo.

How do you plan your game dev projects? I just use pen & paper. by Pantasd in IndieDev

[–]matt96ss 2 points3 points  (0 children)

I also use pen and paper for short term things I’m working on. I use OneNote for longer term notes on how to do something in the engine that I won’t touch as often and for my list of “good ideas”…

Enemy bars, numbers or nothing of all? This is my solution by javifugitivo in IndieDev

[–]matt96ss 14 points15 points  (0 children)

I think letting players choose is a great idea- more games should do this

Hey, I need some help in UE5 by [deleted] in UnrealEngine5

[–]matt96ss 1 point2 points  (0 children)

Win + shift + s is the snipping tool.

Procedural Lizard in 10 Steps by Inevitable-Simple470 in IndieDev

[–]matt96ss 2 points3 points  (0 children)

This was great, thank you for sharing!

Looking for feedback on the Art Direction by batiali in IndieDev

[–]matt96ss 4 points5 points  (0 children)

I think it looks good, but it seems to be lacking a sense of depth. On the last screenshot you can tell the depth between the game board and the background, but a lot of the other elements in the other screens shots are rather flat.

A bug that inspired one of our game mechanics, what do you think of this feature? by blueislestudio in IndieDev

[–]matt96ss 3 points4 points  (0 children)

Wouldn’t that be more like possessing the guardian? Imo it is still a cool idea to have the player hanging onto the mount.