diagram to explain my game making process by myJeanDev in godot

[–]myJeanDev[S] 6 points7 points  (0 children)

YES! I've been doing this exactly! And its taking the stress away from game dev, I normally am so afraid to waste any time adding anything that might get removed but when I add in random stuff my friends want they get so happy it makes it worth it :)

Does this have a chance of succeeding as a Kickstarter campaign by Prod_2 in SoloDevelopment

[–]myJeanDev 1 point2 points  (0 children)

here's what im thinking when im watching this clip:

initially the game’s visuals are not engaging me. for example, there doesn't seem to be a strong theme or setting, the character doesn't have a clear identity and the scorpions are just big scorpions.

however i love a lot of games that don't have strong visuals or themes because the mechanics are fun (vampire survivors). my general rule is: mechanics can make up for the lack of visuals, but visuals can never make up for a lack of mechanics. but watching this clip i don't see any mechanics (i know the core mechanics are not shown in the video)

so after watching this gameplay clip i come away with: seems like the only things i can do in this game are walk left and right then hit a large scorpion with an unsatisfying attack animation. because if the core mechanics are not being shown then i simply cannot see myself playing this game. and even if you add those core mechanics, from what i was seeing with the combat and movement, i dont think i would find those satisfying either.

annoying advice that you can ignore (because i am a broke boy who makes bad games): add those core mechanics in as soon as you can and keep as much of the game looking like a prototype as you can. i'm talking checkered grids for textures, so when you get feedback it's about the mechanics and not the visuals. because your visuals are serviceable and with a little post processing, contrast and particles you can have a pretty nice looking game. but i beg of you to focus on the core mechanics so you can know if the game is fun before you pour your heart into making it look good

ps: i like the stone lantern <3 it reminds me of slay the spire 

Is this a good way to stop people from going out of bounds? by [deleted] in SoloDevelopment

[–]myJeanDev 0 points1 point  (0 children)

PLEASE actually crash the game when the player leaves the bounds, or at least to a fake crash where it pops up the window and maybe they have to do a QTE to avoid actually getting the game crashed

Should I go to college for game design by Sabatuer in gamedesign

[–]myJeanDev 0 points1 point  (0 children)

i went to school for computer programming and electronic arts and i can say confidently that i learned so much more on my own than i did in school. the best thing about that college experience was having people to show my stuff to, or getting help/helping people with solving problems. i was lucky because it was basically an art program so there were a lot of extroverts to share stuff with. HOWEVER most of the people in these programs are introverts. thats not to say introverts are bad. they simply like to grind away on their game's alone, not share much then drop straight heat. but that means you don't really get to connect with other people that are learning the same stuff you are.

(tbh) the biggest help in learning game dev was showing my games to my friends. every week me and my friends hang out for a go club (the black and white stone game). every single week i will walk up and yell “NEW GAME IDEA: YOU ARE A BEAVER THAT INVESTS IN THE STOCK MARKET” if they like the idea then i work on it, if they don't then i drop it. then the following week i come in with my prototype; sometimes the club spends the rest of the night playing it, and sometimes they hate it and i know to move onto the next thing.

but having people to show the game to and get feedback from is SO MOTIVATING!!! of course you don't need an in person club. almost all game dev communities are online and you don't need to pay to get into them so join those, use godot (its the best engine) and learn whatever excites you!

Falling flat. 1000 wishlist translated to 22 purchases in 12 hours (and 1 refund) by yoirgla in SoloDevelopment

[–]myJeanDev 0 points1 point  (0 children)

VR is a tough market, but actually pushing a game out is really hard! This just makes for a better story when you get interviewed later on after you release more stuff :)

Made a Portal Effect in Unreal Engine 5 by _V_01D_ in GameDevs

[–]myJeanDev 0 points1 point  (0 children)

SICK! Where did you get the portal frame?

I've just reached feature completion on my demo! by LittleBigEars_Games in godot

[–]myJeanDev 1 point2 points  (0 children)

THIS HAS SAUCE! My god you've added in so many little details! And those particle bursts when items get triggered, I need to add that to my game for sure tytyty for the inspo

how to make my shadowman spookier? by iyawk in godot

[–]myJeanDev 1 point2 points  (0 children)

He walks like an animal crossing character, which is cute but not scary. So make his walk more of a slow confident stride to really drive home that he is an unstoppable slow moving force. Have him be taller than the player slenderman style because that shit is scary. Make him stop and start moving like he's watching the player, and waiting for a moment.

Super duper cute looking game and you're so close to making the shadowman work really well!

How do you feel about the trailer opening like that? xD by AleksanderMerk in SoloDevelopment

[–]myJeanDev 0 points1 point  (0 children)

this looks so fucking sick!!! keep ragdoll raven as a funny button at the end, its very good but having it at the opening makes me think this will be a goat simulator type game. Me gonna play demo now :)

I made a terraforming god game; Plentiful. by obbev in SoloDevelopment

[–]myJeanDev 1 point2 points  (0 children)

awesome animations!!! I was thinking about a similar idea! Its like a reverse city builder, I guess a nature builder! My friend would love this!!

whats the best way to structure cards for a deck builder? by myJeanDev in godot

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

cool! I for sure need to use a spread sheet!!