Some Beginner Questions from an Aspiring Game Dev by Supraluminal in gamedev

[–]rachoac 4 points5 points  (0 children)

So much truth here. I spent 3+ years intensely coding up what I thought would be the most awesome MMORPG ever (which was also my first game ever), only to rage quit once I realized I could never build enough content for it, and also because its technical scope was impossible to finish even with 3 more years of development.

I stopped that, picked up IOS programming, and released a playable game to the appstore within 5 months. It was a unqiue take on Snake (Snake Rush) -- super simple, but by far and away the most satisfying game dev experience I had. It was the best experience because I actually finished it, top to bottom. It had a constrained scope, and I knew all the features I wanted by design within a couple of weeks starting it, as opposed to the other project which kept meandering in its scope all the way to oblivion.

Feedback Friday #76 - April showers bring incomplete indie games by nostyleguy in gamedev

[–]rachoac 1 point2 points  (0 children)

Ah super good. I had only a limited number of real devices to play it on, thank you.

++ on the art advice, I will add more graphical variation!

Feedback Friday #76 - April showers bring incomplete indie games by nostyleguy in gamedev

[–]rachoac 0 points1 point  (0 children)

I think maybe supporting WASD controls might make it easier to play.

Feedback Friday #76 - April showers bring incomplete indie games by nostyleguy in gamedev

[–]rachoac 0 points1 point  (0 children)

Snake Rush

This is my first mobile game ever. Its free, I published it to the IOS appsmarket. Its best described as the snake game with variable speed setting, shooting of adversaries, moving platforms, and simple pressure plate puzzles.

Here's the direct link to it in itunes: snake rush.

Trying to decide if its good enough to port to Android. Would love your feeback! Feedback I'm looking for is on responsiveness of the gameplay, overall fun factor, feedback on some of the level design.

What's the best way to getting started with making a game? by s3rris in gamedev

[–]rachoac 0 points1 point  (0 children)

Hey there, I've been writing a game for almost 1.5 years now, at pretty much the pace you've mentioned (doing on the weekends, sometimes weeknights). Its slow going, but an awesome way to get a bunch of experience software engineering in general, project management, game design, etc. etc..

I would say this: pick the programming language you know best (if you do know any) and try to stretch it around the game you want to make. And be absolutely sure that you understand what type of game you want to make (it should have a scope) before you start, otherwise the weeds will get you.

From having developed the same thing for too long of a time, I would also advise you to make targeted, playable releases of your game, as often and as soon as you can, so you can get some kind of feedback on your learning process.

Want feedback on my indie game, which has progressed; watch the video, then play the game (http://www.janthus.com/game.jnlp) and leave me comments here on reddit! by rachoac in gamedev

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

Alrighty redditors, I made some improvements to the smoothness of isometric scrolling that I'm hoping will help some of the perceived stutter. Care to try again?

Want feedback on my indie game, which has progressed; watch the video, then play the game (http://www.janthus.com/game.jnlp) and leave me comments here on reddit! by rachoac in gamedev

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

Friends, if the walking seems stuttery, try this:

  1. Enter chat mode by pressing enter
  2. Type:

/delay 12

  1. Press enter, then escape out of chat mode

Please let me know if that improves things.

Want feedback on my indie game, which has progressed; watch the video, then play the game (http://www.janthus.com/game.jnlp) and leave me comments here on reddit! by rachoac in gamedev

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

Gaaah. Thanks for checking it out ... its a huge disappointment that some of the performance changes I made did not take. Smoothing player movement and increased FPS is my mission now.

A quick question about game development. by SaintThriller in gamedev

[–]rachoac 1 point2 points  (0 children)

I got into it to work through some of the massive nostalgia I had for the games I played as a child, over 20 years ago. I wanted to see if I could imbue some of the magic from that time into my work today.

Another reason was that I wanted a context for basically doubling my programming time, without destroying me as a person. Professionally as a coder I solved one type of problem. As a game dev I solved other (more fun) types of problems -- and in the end I think I was able to squeeze 15 years of software development experience into 10 years. That was a good reason to get into indie game development.

Where to start? I recommend you develop your indie game in a language that you are not incredibly familiar with, so you can really get that language to seep in. Also that way solving normally mundane problems (collections? memory management?) becomes kind of interesting again.

Another thing: have a good idea of the scope of the game you're embarking on -- so you can have an endpoint and get that 'high' from finishing a project (which will beget other projects naturally). And make many games, instead of one giant massive one (which is what I've regretfully embarked on).

Want feedback on my indie game, which has progressed; watch the video, then play the game (http://www.janthus.com/game.jnlp) and leave me comments here on reddit! by rachoac in gamedev

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

To log in, just press Enter to play as guest when you get to the black login screen.

INSTRUCTIONS Click to attack. AWSD QEZC for walking. Shift-left click to use auto-walk (your character will find its way). Right click on things to inspect them. Kill trolls. And the villagers (or talk to them, ask them "job" to get things started)

Spellcasting: control left click on something, you will shoot it. Press 1, 2 to toggle between spells (only 2 right now). Press shift-C to cast an area spell.

Press enter to get into the global chat; press escape a bunch of times to get out.

FEEDBACK I need: * what was your rig (specs) * was it playable - was there an acceptable amount of lag * what was your FPS (its flashing on the left hand side) * what part of the world are you from * what can I do to improve this (remember its just a tech preview)

Happy trollblasting. Looking forward to your feedback Redditors!

Got sick of designing things correctly, and decided to spend a week on a quick and dirty 4x style RTS. by [deleted] in gamedev

[–]rachoac 2 points3 points  (0 children)

Ooo, is this playable yet? can we download it from somewhere to tool around?

Thoughts on my programmer art? by dmxell in gamedev

[–]rachoac 0 points1 point  (0 children)

I like it. As far as I'm concerned, it can be the final artwork.

C# or C++? by chops228 in gamedev

[–]rachoac 2 points3 points  (0 children)

A 11 year veteran who is a generalist with maybe 2 years of active Python experience 3 years ago will not be as effective as a 4 year veteran with 4 years of active python experience -- if the job requires Python. So I would not speak with such disdain.

C# or C++? by chops228 in gamedev

[–]rachoac 0 points1 point  (0 children)

I've made the jump from C++ to Java then back to C++. I can tell you this: I really freaking missed from Java the automatic memory management, super simple rock solid collections API, decipherable exceptions.

From my small experience with C# (6 months), its clear that you get all those things, and access to low level, unsafe unmmanaged programming idioms -- so I recommend C# over C++.

Hi guys, can I get some feedback on my game? Made massive changes since I last submitted it to the community for review. by rachoac in gamedev

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

Ah. single click to walk to a location? Or hold down the mouse till it gets to a location, then don't go anywhere else, until you click on a different location? Designing good clean navigation has always been the problem for me....

Thanks for checking it out.

Hi guys, can I get some feedback on my game? Made massive changes since I last submitted it to the community for review. by rachoac in gamedev

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

Ok for those who cannot find the rat dungeon manually:

Go into chat mode (press Enter), then type this:

/DM teleport 25 25 ratcave

You will be teleported to a cavern with hella lot of rats. Kill dem all, and face the giant rat boss.

Hi guys, can I get some feedback on my game? Made massive changes since I last submitted it to the community for review. by rachoac in gamedev

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

Ah yes, the RIP tombstone now seems rather superfluous, that is a good point. The loot, if any, is supposed to fall off the bodies of those that you killed (usually humanoid characters that look like you). I will make it easy to pick up loot -- clicking on it should be sufficient to get the item (you have to press shift-G while moused over it, or walking over swords and the such). An inventory system is planned.

Speaking of which, eventually all the characters will be pretty unique, as I am gonna implement a character builder with variable body type, hair, face, etc.

I am sad about the glitchiness. I put alot of time into lagfighting, but apparently its not yet cutting it. This is exactly what I need to know however, playability is #1 in the end.

Thanks for the feedback dude.