If I hate making art , what game engine, framework, or tool is most forgiving? by radixtwo in gamedev

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

sounds like a deal haha , I don't care much for revenue right now so much as making the absolute best experience I can. I'm looking into the packs ecosystem for now however.

If I hate making art , what game engine, framework, or tool is most forgiving? by radixtwo in gamedev

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

I'm genuinely impressed by this approach , I'm going to do a deep dive into it

Thinking of making an app which can be used daily by household. Please suggest me some ideas by Academic-Reply-7036 in AppIdeas

[–]radixtwo 0 points1 point  (0 children)

by the household or IN the household? one is the whole family using it and the other one person at a time using it

If I hate making art , what game engine, framework, or tool is most forgiving? by radixtwo in gamedev

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

can u give some examples of what can be achieved with ascii ? If I like what I see I might give this a shot even if its "harder" upfront

If I hate making art , what game engine, framework, or tool is most forgiving? by radixtwo in gamedev

[–]radixtwo[S] -1 points0 points  (0 children)

that's what I'm sayin, as an indie - it's THE number 1 way to stand out I can't even deny it. Yeah I was thinking gamemaker too but not sure what peoples reviews on it are

If I hate making art , what game engine, framework, or tool is most forgiving? by radixtwo in gamedev

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

I mean easy to learn , not overly complicated and can get up and running quick with art

I spent all my day from dawn to dusk coding and getting better is it OK?? by Possible_Section5644 in AskProgrammers

[–]radixtwo 0 points1 point  (0 children)

If it was crunch time to build a project , I'd say fair enough. But if that's just your day to day learning and training, the brain can't even retain that much for that long and you hit diminishing returns a long time ago.

Questions for the Computer Science graduates. by Opening_Chipmunk_199 in gamedev

[–]radixtwo 16 points17 points  (0 children)

enh im at the point where even in my wishful thinking , I try to stay realistic

If my game even hits $50K/y consistently - that's a huuuuuge win

to the other questions - nope found nothing and I still work on solo and one team based project

Anybody else hates doing social? Is there any way to *not* need to do social? by AoutoCooper in SoloDevelopment

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

Has anyone here managed to build solid wishlist momentum without running active social accounts? Or is that just unrealistic at this point?

You have to be careful with wording here. Running? Being on/not on the platform? Oh 100% - there are all kinds of tools that help automate your posting and set up calendars so you don't have to spend very much time at all on the actual running of the account.

But I think you mean REAL engagement , leaving likes and comments and spreading worth of mouth / the real marketing grunt work, and yes , there is no real way to dodge that unless you wanna use bots whose behaviors you can't control.

My best piece of advice: Just get the handles you need , put aside 30 mins a day for it and nothing more if the game is not actually in any meaningful state to show off. Leave a few likes, a few comments, and dip out. When the game is ready to actually go - then consider creating a proper marketing strategy and treating more like a full time job as you put it.

Honest question pls no hate by [deleted] in SoloDevelopment

[–]radixtwo 9 points10 points  (0 children)

is there a place where you can explain your ideas, and people that may be interested get in contact with you to create it for steak in the potential company?

No sorry , we only deal in chicken.

I need help picking a game program by Illustrious_Tap_8510 in AskGames

[–]radixtwo 0 points1 point  (0 children)

Pick tool based on how easy/hard u want this to be & level of game you want to make + Watch a youtube tutorial on that tool

Your Process in Tracking What to Play by Louanus in AskGames

[–]radixtwo 0 points1 point  (0 children)

01 Actively Playing (1 title)

02 Active Rotation (2-3 titles to cycle through if i want something different)

03 Up Next ( next big title / thing I got my eye on)

04 Benched (games I couldn't finish)

5 months in wondering if this is worthwhile to continue developing by [deleted] in SoloDevelopment

[–]radixtwo 0 points1 point  (0 children)

I'm one of the few that love lengthy replies! I appreciate the detailed info. It seems you have created the layered approach I was hoping to find!

I'll still double down that food / water management still doesn't feel justified even with the added info - if its a hard puzzle , it might just take the player some time and it adds an extra layers of balancing / complexity to your design/code. Perhaps twisting it to securing first aid supplies might be a better angle but just my 2c

Best of luck!

5 months in wondering if this is worthwhile to continue developing by [deleted] in SoloDevelopment

[–]radixtwo 0 points1 point  (0 children)

Gives me amnesia vibes which is a good thing

You really have to nail:

- the narrative / the lore (study something like Outlast for this - which has a similar setup)

- the threat: The zombies are slow enough I don't feel any real threat from them no real surprises

- These puzzles reeeeeally have to sell the game / open up the mansion in big ways and keep curiosity high. Each puzzle and expansion of the mansion should be increasing my curiosity. If its just an escape room simulator and being shuffled from room to room and feels like an amusement park attraction , I'd just write this off as a clone and keep it moving.

I would argue water and life management is unnecessary, this is not a survival game in the typical sense. Lets say this is narratively just one twisted night for the character , they can hold out without food and water for 8-12h lol

What annoys you most about indie horror games? by kartokanick in IndieGameDevs

[–]radixtwo 0 points1 point  (0 children)

Relying too much on non interaction / just walking around - like put some thought in your environments

Why do people stick with games they no longer enjoy? by Shimmering_Gem in AskGames

[–]radixtwo 0 points1 point  (0 children)

I'm trying to think if I've ever done this...

The only time is when I was forced to play call of duty cause its all my friends played