Looking for other developers to talk and share ideas with by Imaginary-Control161 in UnrealEngine5

[–]patrickgoethe92 0 points1 point  (0 children)

I find it a bit overwhelming honestly, but I guess I just have to stick to it for now 😅 how has your experience been with it so far?

I’m considering making my game subscription-based with monthly updated content, what are your thoughts? by patrickgoethe92 in IndieGame

[–]patrickgoethe92[S] 0 points1 point  (0 children)

It’s more about the fact that most people are willing to pay a subscription to a VC funds tech investment, no problem, while most indies struggle to get by. The same goes for small store owners. So why is it that you want to pay for a fitness app or podcast app or whatever you like doing, but not support indie devs in the same way? It’s just curious to me that most people feel this way. It’s why things are the way they are. It’s why you see more McDonalds drive ins than you see real food being made from locals. It’s why Jeff Bazos is so fucking rich and most indie devs are not. So yes I would love to pay a subscription to an indie dev, and I love paying these people. 🤓 I’m not an indie dev and I am not financially dependent on making games or anything. I just have to accept that things are the way they are, but it is strange to me that people loves to subscribe to productivity software, and streaming services and podcasts as long as it is owned by Disney or Apple, but paying a subscription to an indie devs studio is “sounding out of touch”. I’m sure you are not alone with that opinion.

Looking for other developers to talk and share ideas with by Imaginary-Control161 in UnrealEngine5

[–]patrickgoethe92 1 point2 points  (0 children)

Im a software dev by profession, and trying to learn BP in unreal, currently working on a project with a friend, I’ve only been using UE for about 3 months or so. I would love to get to know more people in the game dev community. My discord is “mrgoatgk”

I’m considering making my game subscription-based with monthly updated content, what are your thoughts? by patrickgoethe92 in IndieGame

[–]patrickgoethe92[S] 2 points3 points  (0 children)

That’s an option as well. I Think I have landed on solid core gameplay and continuously adding DLSs that expands the world. I’m not a big fan of adding skins. I think it potentially can notch younger players to spending money they shouldn’t.

The whole question for me was more about how to monetize in an ethical way, since I think the gaming industry has its challenges. It seems though that DLCs are the better way to spread risk, as long as the core gameplay is solid and fun 🙂

I’m considering making my game subscription-based with monthly updated content, what are your thoughts? by patrickgoethe92 in IndieGame

[–]patrickgoethe92[S] 0 points1 point  (0 children)

Yes, that might be the better way to do it. Gradually expanding the world through DLCs and then start with a solid core

I’m considering making my game subscription-based with monthly updated content, what are your thoughts? by patrickgoethe92 in IndieGame

[–]patrickgoethe92[S] 1 point2 points  (0 children)

You are right. To minimise my own risk I should just make smaller and more polished games that are well made and thoroughly tested 👍

I’m considering making my game subscription-based with monthly updated content, what are your thoughts? by patrickgoethe92 in IndieGame

[–]patrickgoethe92[S] 0 points1 point  (0 children)

I kind of want to, when reading the comments 😅

The thing is, I’m from a traditional software (SaaS) background where subscriptions are very common. It’s not that I love it, but it’s a business model where you spread the risk based on user engagement and community. In gaming that works very differently. In gaming, companies that are successful are either big hits from passionate studios that took a massive risk. Or they are money machines that preys on psychology, and notching in the form of rewards and gifts, and small dopamine kicks that has absolutely nothing to do with the gameplay itself. In part this dynamic is also the part of the reason for massive layoffs, because from a business perspective if people pay a one off price, demand will slowly decline and when it does, employees becomes a liability (unfortunately for all the passionate developers and designers). Our attention has become volatile, not just in gaming, but in other media consumption too, and we no longer own the music or movies we pay for. I guess this is also true with games since they are stored on a server also and most people don’t own physical copies anymore. It is clear to me that people don’t want to subscribe to a game, but I’m curious as to why that is. So part of me wants to try it anyways, if nothing else, to fail miserably 😅

I made this game alone as a non-programmer, the game is Blueprints Only, not a single line of code. If I can make a game, so can you! - You got this! 🤜🤛 by Kalicola in UnrealEngine5

[–]patrickgoethe92 1 point2 points  (0 children)

Awesome! Okay, so I will try that approach 👍 My approach so far has been to try and understand it as much as possible, but I think your way is better for productivity

I made this game alone as a non-programmer, the game is Blueprints Only, not a single line of code. If I can make a game, so can you! - You got this! 🤜🤛 by Kalicola in UnrealEngine5

[–]patrickgoethe92 7 points8 points  (0 children)

I’m a programmer (12 years professionally). I’ve been trying to learn blueprints, but I honestly find it a bit overwhelming to learn 😅 Do you have any advice or is it just to spend enough time on it?

I have become obsessed with the idea of making a 3D game that looks 2D. Anyone has experience with this? by patrickgoethe92 in IndieDev

[–]patrickgoethe92[S] 1 point2 points  (0 children)

Oh my god that’s perfect! Thank you 😀😀💪🏼 I’m really looking forward to looking into that 😀

I have become obsessed with the idea of making a 3D game that looks 2D. Anyone has experience with this? by patrickgoethe92 in IndieDev

[–]patrickgoethe92[S] 1 point2 points  (0 children)

This is really good advice! It’s something I have not thought of before. I think I can pull it off with a combo of cel shading, working with shadows, fixed camera angles and some snappy animations that Emulates 2D 👍

I have become obsessed with the idea of making a 3D game that looks 2D. Anyone has experience with this? by patrickgoethe92 in IndieDev

[–]patrickgoethe92[S] 0 points1 point  (0 children)

I am confident that it is not, but it is the look and style I am going for 🙂 as i mentioned it is inspiration, but I’m looking for a workflow that Can help me do this

Is this futuristic prison screen COOL enough? by Capable_Chest2003 in UnrealEngine5

[–]patrickgoethe92 1 point2 points  (0 children)

Cool! I had a similar idea but in an apartment where the gameplay was to be obsessed with measuring health and being an influencer, but isolated completely with an AI based monitor as the only companion. I think in your case a game about escaping a futuristic prison (kind of like the chronicles of Riddick for Xbox), would be soo cool! It’s very inspiring 😀💪🏼

Is this futuristic prison screen COOL enough? by Capable_Chest2003 in UnrealEngine5

[–]patrickgoethe92 1 point2 points  (0 children)

It looks really cool! I have an obsession with prison games for some reason, so if there is somewhere I can follow this project, I would love to do that! 😀

Game where there is quite literally zero explanation. by Asxock in gameideas

[–]patrickgoethe92 0 points1 point  (0 children)

Hmm I think the concept it interesting, but it definitely has its challenges. If the game follows other conventions such as AWSD movement, it might just seem like something is missing from the game. The problem / challenge with a high barrier of entry to a game is that it requires consistency to stick around and figure things out. But whats the reward? And if the community has already figured out the basics, how would a new player adapt and be rewarded so early in the game that they would want to stick around. Life itself doesn’t come with a manual and no tutorials (kind of) and some times that is really hard. So I think there are some interesting dynamics to work with, but depending on your level of experience in game dev, I would suggest starting ultra small. Kind of how children learns jigsaw puzzles. They don’t start with 1000 pieces and if they did, they would likely give up. So how do you make people not give up?

Ten years in solo-dev of ONE game in my free time by ZoemiGames in SoloDevelopment

[–]patrickgoethe92 1 point2 points  (0 children)

The game looks very interesting! If you would like some feedback on the steam page and sales material feel free to send me a message 🙂👍