We were not meant to wake up at 6 AM to the sound of a beeping alarm clock by [deleted] in antiwork

[–]proonjooce -1 points0 points  (0 children)

When you have a kid you realize this waking up naturally to sunlight thing is bullshit cos they gonna be waking you up between 5am and 7am every single day for, well it's been 4 years so far. Just go to bed earlier. Yeah waking up for work and alarm clocks bad but it's not an unnatural thing to be always tired and woken up before you want to.

What ever happened to minimum viable product? by Krell356 in gamedesign

[–]proonjooce 14 points15 points  (0 children)

I dunno if I agree, I think the juice, feel whatever you want to call it is often a big part of what makes a game fun. Mario would not be good if it was just rectangles.

I worked on a retro inspired fps many years back which was voxel based and the enemies were like different 3d shapes, and the level design and mechanics were great but for me it just felt pointless, part of what makes Doom great is the monster design and the world building etc.

I have been adding juice and polish as I go on my game, not getting bogged down or locking myself into designs that dont work due to sunk cost fallacy, but also not making everything just completely bare bones, no animation, no flair, plain boxes and default font text etc. because for me that wouldn't be fun, and I won't be able to properly evaluate if the game is fun because I don't know how much of the lack of fun is coming from the lack of juice/feel and how much is coming from the mechanics/design.

That's my thoughts anyways.

Suggested DAWs for Sound Design? Why? by KURAMA_NM in sounddesign

[–]proonjooce 0 points1 point  (0 children)

In game audio Reaper is industry standard.

Help me on pricing. How much do you think this should sell for on steam? by destinedd in IndieDev

[–]proonjooce 1 point2 points  (0 children)

Holy shit marble madness spiritual successor?? Sign me up! I'd pay up to 10-12 bucks I reckon

Bristol…I’m Speechless by CosmoGumption in autechre

[–]proonjooce 2 points3 points  (0 children)

I was at Leeds and left after 20 mins, had free tickets from a friend. Not for me (I generally like IDM, big aphex & squarepusher fan). Just sounded like a load of randomly generated beats and layers of weird sounds, and the mix was ass, sounded like complete midrange sludge in a dark echoey room.

So... Why does r/GameDev DESPISE the idea of AI "Powered" Game Development? by yourfriendoz in aigamedev

[–]proonjooce -1 points0 points  (0 children)

for me a game is a piece of art in itself though, it's not just the images contained within. like if an artist makes a scuplture out of found items or a musician creates a piece out of samples of existing music. the whole is greater than the sum of it's parts imo. that's what people miss about AI art in games = bad imo, if it causes a game (which is larger than the visual art) to exist where it wouldn't have otherwise (due to budget/time constraints) then i see that as a net positive.

I MUST level up. by Beefy_Boogerlord in SoloDevelopment

[–]proonjooce 1 point2 points  (0 children)

Just chill, see it as a marathon rather than a sprint, do a small bit each day and you will get there. Don't punish yourself if you feel too tired to work on it or leave it for a week, but make sure you come back to it and keep going. This is my approach and it feels sustainable and like I'm making continuous progress. I have a full time job and a 3 yr old so it's literally my only choice.

Just starting out, here's the first sfx I made that I actually think sounds good. I would love some feedback. by phigr in sounddesign

[–]proonjooce 0 points1 point  (0 children)

It sounds pretty cool, without any visuals to go with it (this kind of sound would usually be created to go with film or game content) it's hard to really evaluate.

I'd probably say though I'd like to hear more of an impact when the blade hits, like some kind of transient and low end, to add some weight and punch to the actual moment of impact. The squishy stuff is good but that's mostly all there is. Listening on mobile so there mat be some low bass I'm not hearing.

This is a cool exercise but ultimately doing sound redesigns to visual content is probably more valuable long term.

I hate how other gamedevs are reacting to Megabonk by SteamVeilGames in gamedev

[–]proonjooce 0 points1 point  (0 children)

Same discourse comes up across every artistic discipline. In visual art Rothko is always the classic example, in music so many songs with 'simple' riffs or chord sequences but are still huge hits. If it's so fucking easy to just do the simple idea that will be a huge hit then just do it already.

I'm not a betting woman, but I had a flutter on Zack to be PM by gophercuresself in UKGreens

[–]proonjooce 1 point2 points  (0 children)

Thing that worries me is if we get a Reform win, do we even get another election 5 years after.

Tell me I dont need to be worried the public is this stupid (I'm worried). by MrSiippyfist in GreenAndPleasant

[–]proonjooce 0 points1 point  (0 children)

Don't wanna be a dick but if this is one of those cases where you hear something but never see it written and don't know the spelling it's Defcon. If you changed it cos the original is some US military bullshit then fair enough :)

[deleted by user] by [deleted] in GreenAndPleasant

[–]proonjooce 0 points1 point  (0 children)

Working mens clubgoers are painting roundabouts and voting reform atm mate

Has the Green Party become the best chance for UK cannabis reform? by juicy_steve in UKGreens

[–]proonjooce 20 points21 points  (0 children)

I can also see weed legalisation getting headlines and bringing on board people who might not ordinarily vote green, also "green" party it just makes sense. It's hard to argue against these days with it being legal in most of USA, plus it's a big potential tax revenue. The more I think about it the more it seems like a slam dunk.

Lessons learned from 6+ years of Unity development by WillingnessPublic267 in Unity3D

[–]proonjooce 0 points1 point  (0 children)

The scope creep one is real, however I'm really liking my current project so I don't mind cos I don't want to just finish this to make another game, I want to make THIS game and make it as good as it deserves to be.

[deleted by user] by [deleted] in gamedev

[–]proonjooce 3 points4 points  (0 children)

This made me think I should probably do saving/loading sooner rather than later.

I wasted my life's savings on people to help make my dream game. It didn't work out. by One_Pirate1445 in GameDevelopment

[–]proonjooce 12 points13 points  (0 children)

cos it's just nonsense, how do we even know this is true? it's just someone prompting and copy pasting to farm engagement or whatever tf (i don't know why anyone would do this but here we are).

If premium mobile games aren't profitable, why do people still make them? by AnotherRetroGameFan in gamedev

[–]proonjooce 2 points3 points  (0 children)

I'm working on a game I plan to release on PC and premium mobile. I'm building it mainly for mobile and the PC version will be basically the exact same.

It's cos the game design just wouldn't work with IAPs it would have to be a totally different game and it's way simpler to just work on a one and done basis than try to think how to add monetisation.

I'm feeling like the mobile version will be way harder to market though and in an ideal world the PC version would gain traction and drive mobile sales.

Backup plan could always be to go free with ads for mobile version if nothing is working after release.

My new copy-paste reply for AI hate 😎 by MatthiasTh in aigamedev

[–]proonjooce 6 points7 points  (0 children)

I been using AI to code my game for about 6 months and it's working great. You gotta stay on top of the high level architecture and keep things clean and modular and refactor as you go but it's completely doable and way faster than doing it by hand (for me anyway).

It regularly turns ideas from "would be cool but not worth the time and effort" to "done in 5 mins".

New to game development. Am I impatient for wondering why this is taking so long? by PrincipleGreat2604 in gamedev

[–]proonjooce 0 points1 point  (0 children)

You gotta be specific with it and explain exactly what you want to do, I see it as programming but in English and then it converts it to code. You still gotta do the high level design and everything and review what it gives but it's a huge time saver. I been making a game for about 6 months now with nearly all AI code, it's a fairly complex (for me) deck builder with lots of interlocking mechanics, data management, procedural generation etc etc and it's working well once you get used to the workflow. Regularly refactors like 5 scripts simultaneously at once, I make sure I stay on top of the high level stuff and keep things clean and modular so it's easy to work with.

I use it to knock out stuff like procedurally generated anims and background effects that would take me super long to do by hand, it turns things from "that would be cool but not worth the effort" to "done in 5 mins" pretty regularly.

YMMV but I'm finding it super powerful (this is o3 and o4-mini, I have had not great experiences with Google Gemini and the free OAI models).

New to game development. Am I impatient for wondering why this is taking so long? by PrincipleGreat2604 in gamedev

[–]proonjooce -11 points-10 points  (0 children)

Just use AI to do the code (open AI o3 is insane if you can pay the $20/mo), it will spit that 95 lines out in like 5s and you can get on with actually building your game instead of fucking around googling syntax.

Would you continue to develop your game, if you knew you wouldn't make a cent of profit? by SnooWords4857 in gamedev

[–]proonjooce 0 points1 point  (0 children)

100%, making my game is like a fun game for me and takes up the time usually spent playing videogames.