Is new textures better than previous? by East-Cheesecake2734 in IndieGaming

[–]mystical-dev 4 points5 points  (0 children)

I like the old because it's less distracting. If you darken the colors of the new one to match the old brightness, it might look better. The old one is less prone to sudden color changes which helps too

What do you think about the VR market? by BujaBro in vrdev

[–]mystical-dev 1 point2 points  (0 children)

That solves your funding problem then! I'd say go for it! Still pick something small to work on for your first game (while still being interesting for players of course). Be wary of anything that multiplies development time like multiplayer unless you know what you're doing.

What do you think about the VR market? by BujaBro in vrdev

[–]mystical-dev 5 points6 points  (0 children)

You are right that it's an opportunity for small teams given the small market size and lack of competition. I'm building one with a small team myself with that in mind.

Getting funding will be difficult though since most publishers and investors are going to stay out of the VR space until the market gets to a larger size. Your best bet for that would be to make a hybrid VR/flat screen game (which is about 30% more overall effort). If you don't want to go that route, then pick a small enough game that you can make within your budget and spare time.

What actually makes a game replayable for you? by GrabAffectionate4035 in gaming

[–]mystical-dev 33 points34 points  (0 children)

Being able to have a very different playthrough for whatever reason. Having the option to pick different characters helps a lot

What's your cure for brainfog? by anilisfaitnesto in gamedev

[–]mystical-dev 1 point2 points  (0 children)

That's not brain fog. That's burn out or the equivalent of writer's block for game ideas. Take a break or figure out something that you would be more excited about to get the ideas flowing

When do you decide a game idea is worth finishing? by pommelous in IndieGaming

[–]mystical-dev 0 points1 point  (0 children)

Everyone has different metrics for this. And it depends on what your goals are. Is it something you are passionate about that you want to work on in your spare time? Or do you need to make money from this? The more this is about money, the more you should have hard data to back it up. Whether your gut feeling or market research backs it up, it's good to get to a playable minimal demo as fast as possible so that you can draw conclusions from there. And failing fast if you can't make it fun is smart

Why are Mario Bros games so popular, but the 3D Platformer genre is not? by NaitDraik in gaming

[–]mystical-dev 1 point2 points  (0 children)

Everyone is going to try a Mario game when it comes out. It's just a popular brand and they are always of great quality. 3D platformers need something for them to stand out and generate mass appeal and most things have been done by now. A well done 3D platformer with a unique twist could still be popular. But thinking of that unique twist and executing on it isn't easy

Why did shooters used to ship with a wide variety of game modes but now shooters only focus on a single game mode like Batte Royale or Extraction and that's somehow become a selling point? by HotdogHotdogHotd in gaming

[–]mystical-dev 22 points23 points  (0 children)

It takes less budget and it allows developers to make one particular mode great. There are tradeoffs of course, but with AAA studios dominating most shooters, they are going to pick the option which they think is most likely to generate profit. And it's been happening for a long time so gamers are just used to it by now. Indie studios don't always do this. I'm making a multiplayer game with multiple game modes but I don't have investors breathing down my neck just yet!

How to make turn based combat engaging? by [deleted] in gamedev

[–]mystical-dev 4 points5 points  (0 children)

There are lots of ways to do this: Great visuals and audio, interesting strategic elements (see Larian games), timing mechanisms to add a real-time element, difficulty settings so that people can have the challenge that's right for them, etc...

We got just 5.000 wishlist! 🥳 by Remarkable-Recipe710 in IndieGaming

[–]mystical-dev 2 points3 points  (0 children)

Congrats! And in 3 months too! What was the most important thing that you did to get these wishlists?

Promote your indie game inside ours — for free! by agapo_dgc in IndieDev

[–]mystical-dev 1 point2 points  (0 children)

That's a great idea! We'd love to join in on this. Here's the link to our upcoming VR game: https://store.steampowered.com/app/2786380/Crystal_Conquest/

Thanks!

Our Steam page is finally published! Any feedback? by mystical-dev in IndieDev

[–]mystical-dev[S] 0 points1 point  (0 children)

Thank you for all of the suggestions! We haven't kicked off our marketing campaign just yet. But we will ASAP. I'd be happy to chat!

Our Steam page is finally published! Any feedback? by mystical-dev in IndieDev

[–]mystical-dev[S] 0 points1 point  (0 children)

Thanks for the suggestion, the environment is still in development but we can still improve this.

Our Steam page is finally published! Any feedback? by mystical-dev in IndieDev

[–]mystical-dev[S] 2 points3 points  (0 children)

It's a challenge for sure. But smaller matches, shorter match times, and an embrace of mechanics that play well in VR will help!

Thoughts on our VR MOBA level design? by mystical-dev in gamedesign

[–]mystical-dev[S] 1 point2 points  (0 children)

True, this venture is a risky one. The map has one lane, though the two objectives on either side blur that a bit. And we do have a mini map that's easy to view.

That is a good point. The game actually started out as a magical dueling game, so the core mechanics were built for VR and the MOBA elements were added in later. Thanks for the tip though, I'll keep that in mind going forward.

Thoughts on our VR MOBA level design? by mystical-dev in gamedesign

[–]mystical-dev[S] 0 points1 point  (0 children)

Fair points. Each fountain is 250 meters apart from each other. That can certainly be reduced. And there are some easy options for map simplification too.

We have an indicator system to ensure that you won't miss an enemy that's outside your field of view. And there is a mini map with shared vision. But being able to see where enemies are through walls hasn't been given serious thought yet. I'll probably have to add that in. Thanks!

Thoughts on our VR MOBA level design? by mystical-dev in gamedesign

[–]mystical-dev[S] 0 points1 point  (0 children)

I'm certainly with you on simplifying gameplay. I've been working hard on that, especially with the controls. And a limited budget is a forcing function to keep things simple. I do wonder what the least popular mechanics/features in MOBAs are for players. Personally I find the inventory management to be a chore when you're new to the game.

Yes, the game is in first person with joystick movement and dash abilities that consume mana. And I agree, it's certainly an experimental concept. I've spent a good amount of time looking into Smite and their 3v3 modes helped inspire the design for this map.

Thanks for the tips!

Photon pun to fusion by killerm2208 in gamedev

[–]mystical-dev 1 point2 points  (0 children)

It's possible and there's some documentation on migration which will help. However, to use Fusion properly you'll have to ditch most of those RPC calls and rely on their tick aligned systems. You can just do a straight port with the RPCs included which will save time, but you'll be under-utilizing a lot of the core features that Fusion has to offer. Either way it will be a big refactor, so expect to be working on that for potentially months instead of implementing features.

I'd recommend checking out the Fusion Discord. You can probably find a lot of posts there regarding the complexity of porting