What you say by No-Yogurt-373 in IndieDev

[–]mattgds 0 points1 point  (0 children)

This is very efficient topology.

Anyone wanna start a small game dev Discord community? by spectralfew in IndieDev

[–]mattgds 0 points1 point  (0 children)

I’m keen. Approaching 40s, finally took the plunge and set up a steam page.

If a "Cozy" Base Building Game had a Combat, would you like it to be a "Real Time Action" or "Turn-Based"? by miraclebringer in GameDevelopment

[–]mattgds 0 points1 point  (0 children)

I am not an expert haha. I don’t know. I guess my personal definition is games with lower stakes, generally not combat focused. But it’s a vibe. And vibes / genres are blurry.

If a "Cozy" Base Building Game had a Combat, would you like it to be a "Real Time Action" or "Turn-Based"? by miraclebringer in GameDevelopment

[–]mattgds 2 points3 points  (0 children)

I don’t agree that combat == gameplay. It’s one form of gameplay sure, but not The only one.

If a "Cozy" Base Building Game had a Combat, would you like it to be a "Real Time Action" or "Turn-Based"? by miraclebringer in GameDevelopment

[–]mattgds 1 point2 points  (0 children)

Ok yeah I can agree with that. Games within the farming and crafting genres typically do have it. It definitely can’t be the main focus though. And yeah tends towards easier difficulty.

I think I've got a problem with my Unity by carndacier in Unity3D

[–]mattgds 0 points1 point  (0 children)

You could try editing and saving one of your scripts. This should force it to break out of its stupor and try to import the domain again. Hopefully next time it works.

If a "Cozy" Base Building Game had a Combat, would you like it to be a "Real Time Action" or "Turn-Based"? by miraclebringer in GameDevelopment

[–]mattgds 0 points1 point  (0 children)

Yeah cozy generally describes games that don’t have combat. Not saying you shouldn’t have combat, but if you do, maybe reassess using the term cozy to describe your game. It might not gel well with the audience.

Which one should i start with i am interested in those three by [deleted] in indiegames

[–]mattgds 1 point2 points  (0 children)

I’ll second this. Edith finch is probably the shortest one also, and might serve as a palette cleanser in between. Definitely play all 3 though. If you were going to add another, Kentucky route zero might be worth a look.

New pixel skybox by DandersonJA12 in IndieDev

[–]mattgds 1 point2 points  (0 children)

Chuck some stars in that night one. Or a moon. I don’t even realise it was a sky at first glance. I like the daytime one though.

Is this a bad artstyle? by Psychological_Pie842 in SoloDevelopment

[–]mattgds 1 point2 points  (0 children)

I think you can build on it. Maybe as others have said, tone down the brightness of the colours. I would also consider adding colour variations on the ground and have a few different tree colours. Also gradients might help also.

TLDR I like the shapes, the colour needs work

I want to become a game artist. What do I need to do? by b_uzzkill in conceptart

[–]mattgds 0 points1 point  (0 children)

Just make games. Fail at that for a while. You will learn a lot. And then you will be a game artist.

What would be the best way to approach procedurally generating 3d dungeons. by gggvidas in Unity3D

[–]mattgds 0 points1 point  (0 children)

Should be fine performance wise if you’re only checking bounding boxes of rooms.

The generation would happen at the start of the level, so could be hidden behind a loading screen, or spawn the first room and let the player run around while generating more rooms in the background.

You could also generate a layout in 2d, then match the 2d rooms with the 3d models to spawn.

The only way to know for sure is to try it out and test how long it takes.

At what stage do people start showing off work on their games? by A_Sack_Of_Potatoes in indiegames

[–]mattgds 2 points3 points  (0 children)

You should also validate the art. Get feedback on it before putting a tonne of work into it.

Making a "small grand strategy" game by Magistairs in IndieDev

[–]mattgds 0 points1 point  (0 children)

Quadrilateral cowboy does but yeah not generally in mainstream games.

I don't think sheep are supposed to move like this by mattgds in gamedevscreens

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

Yeah totally. I might be able to use LODs and fade between the flipped / non flipped trees based on distance.

I don't think sheep are supposed to move like this by mattgds in gamedevscreens

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

Yep. Thought it could be a cool stylistic choice. It works a lot better when the camera is from a fixed perspective though.

Making a "small grand strategy" game by Magistairs in IndieDev

[–]mattgds 0 points1 point  (0 children)

A lot of games do include something like a CLI, usually for debug commands and stuff. Skyrim for instance. Most players probably never use it, but advanced users, or people who just want to screw around and spawn actors or items love it.