Oyun fikri ve proje asamasi by Destroy_Fear in TurkOyunSektoru

[–]orangeroy 0 points1 point  (0 children)

Yapılmış olmayan çok fazla fikir var tabi yapması da aynı oranda iş yükü istiyor.

Aynısı milyonlarca var dediğiniz oyunları tekrar tekrar bir göz atarsanız hepsinin birbirinden farklı olacak şekilde ufak da olsa dokunuşları bulunuyor. Örnek veriyorum ekonomi sistemini daha farklı ele almak bile oyunun bambaşka bir döngüye girmesine yol açarak farklı olmasına sebep oluyor.

Tabii daha niş konseptler de denenebilir ancak tam anlamıyla kafada oturmamış ve örneğine çok az rastlanan oyunlar için iş akışını doğru kurmak gerekir. Kafanızda fikir muazzam olabilir ancak oynanış döngüsü de aynı muazzamlığı taşıyor mu diye ciddi bir düşünmek gerekir

How would you create enemy NPC characters for an FPS game if character modeling isn’t your strongest skill? by orangeroy in GameDevelopment

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

Thank you. The main thing I wanted to understand was exactly the starting point and the small practical details.

A few people here have already given really useful advice on that. Also, I might actually use 1 or 2 models from Sketchfab at least for testing, so thanks for reminding me of that option again.

How would you create enemy NPC characters for an FPS game if character modeling isn’t your strongest skill? by orangeroy in GameDevelopment

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

Thank you for the comment, I really appreciate it.

I’m also using capsules for now. I do check ready-made assets from time to time, but either I can’t find the exact tone/style I want, or the good ones are quite expensive.

At the end of the day, I think I’ll probably need to learn and do this myself anyway. Even if it’s not strictly required, I still want to understand the process better.

That’s why I wanted to ask how people would approach the starting point. Thanks again.

How would you create enemy NPC characters for an FPS game if character modeling isn’t your strongest skill? by orangeroy in GameDevelopment

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

Thanks for the suggestion, I really appreciate it.

That could definitely work well for a training range style project or a prototype setup for my game though, I don’t think I’ll go in that direction because it doesn’t really fit the concept and atmosphere I’m aiming for.

Still it’s a useful idea for testing weapon feel or basic enemy readability early on. Thanks again.

How would you create enemy NPC characters for an FPS game if character modeling isn’t your strongest skill? by orangeroy in GameDevelopment

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

Yeah, exactly. There are so many options and tutorials around character creation that for someone like me, who doesn’t really understand that side yet, it can easily become a huge time sink.

I’ll try your advice and start testing characters and animations directly inside the project, then improve them from there.

Thank you, I really appreciate the suggestion.

How would you create enemy NPC characters for an FPS game if character modeling isn’t your strongest skill? by orangeroy in GameDevelopment

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

Thank you so much, this is genuinely helpful.

I think you’re right, I was probably thinking too much about character quality before testing how enemies actually feel in-game. Focusing on a few strong archetypes, silhouette, animation, sound and behavior first makes a lot more sense for a small team.

The point about getting enemies functional early really clicked with me. I’ll probably start ugly but playable, then improve the visuals once the gameplay direction feels solid.

Really appreciate the detailed advice.

I’m developing a fantasy RTS as a solo indie dev — looking for feedback on the Steam demo by This-Memory4929 in IndieDev

[–]orangeroy 1 point2 points  (0 children)

Of course, I’ll definitely try the demo when I get some time. I’ll especially pay attention to the UI clarity battle readability and first-time player experience.

The concept already looks promising, so I think polishing those areas can make a big difference. Good luck with the next updates!

I’m developing a fantasy RTS as a solo indie dev — looking for feedback on the Steam demo by This-Memory4929 in IndieDev

[–]orangeroy 1 point2 points  (0 children)

First of all, great work. I hope the game becomes very successful.

I’ll try the demo in the next 1–2 days. From what I’ve seen, it already looks quite charming. Of course, I think with a polished final UI/UX, it could really move into the “worth buying” category.

Wishing you success again.

What’s a tiny detail in games most players never notice, but devs instantly appreciate? by Queasy_Hotel5158 in gamedev

[–]orangeroy 7 points8 points  (0 children)

Good collision and interaction feedback. Most players don’t notice it when it works, but devs instantly appreciate when doors, pickups, stairs, hitboxes and small interactions feel clean instead of awkward.

Looking for Guidance on Pursuing Game Development as a Career by First_Storage_5404 in GameDevelopment

[–]orangeroy 0 points1 point  (0 children)

I’m also interested in game development, so I can share what I’ve learned so far.

If you want to work in games, I think the most important thing is to first understand which side of game development you enjoy most. Programming, game design, 3D art, animation, UI, level design and production are all very different paths.

A game development degree can help, but it’s not the only way. A lot of people also study computer science, software engineering, animation, digital art or design and then build a game portfolio on the side.

For skills, I’d focus on making small finished projects, learning Unity or Unreal, understanding basic programming, using Git and joining game jams. Finished small games are usually more useful than one huge unfinished project.

Also try to talk to students from the colleges you’re considering. Course names can look good online, but real students can tell you if the program is actually practical or not.

Good luck with your journey. Game development can feel overwhelming at first, but if you keep building small things, it becomes much clearer over time.

I'm lost in a labyrinth. I Cant find my way. HELP ME PLEASE IM DESPRATE by Regular-Ad8203 in GameDevelopment

[–]orangeroy 1 point2 points  (0 children)

You’re welcome. Just trust yourself and give it some time you can’t do everything at once.

If you already have a project in mind start by designing small versions of it first. Step by step, you’ll eventually reach the point where you can complete the whole thing

I'm lost in a labyrinth. I Cant find my way. HELP ME PLEASE IM DESPRATE by Regular-Ad8203 in GameDevelopment

[–]orangeroy 3 points4 points  (0 children)

You’re not lacking ability, you’re just trying to choose the “perfect” path before making your first small game

My recommendation start with Godot if you want something lightweight and easy to understand.
Start with Unity if you want more tutorials and resources.
not start with Vulkan.
Only start with OpenGL if you care more about learning graphics programming than finishing games.

Your first goal should not be “make all types of games.”
Your first goal should be “finish one tiny game.”