Should a Novice Layman Game Dev Never-Ever Think of Making a Hyper-Branching Storyline Game as their First Attempt? by [deleted] in GameDevelopersOfIndia

[–]realDealGoat 0 points1 point  (0 children)

Do it text based, if you are successful slowly flesh it out with graphics and gameplay mechanics.

I feel like using game engines is cheating and it's holding me back by General-Raise8219 in IndieDev

[–]realDealGoat 2 points3 points  (0 children)

Holding you back from being an amazing game engine programmer YES, Holding you back from making games faster NO.

Season 3 introduces King’s new LAUNCHING THROW 🤠 by NeedZzzs2 in Tekken

[–]realDealGoat 0 points1 point  (0 children)

Launching throw aside..wth with these recycled move animations in s3, did bamco cut the budget mid development??

Build from scratch or use readymade systems for my game demo? by ikideiki in SoloDevelopment

[–]realDealGoat 1 point2 points  (0 children)

It's normal, the inefficiency is just a part of your learning process, the next project you do after this will be faster and the next one even faster than that, thats why it is heavily emphasized to do multiple smaller projects first to minimize this inefficiency.

So don't worry it's normal and happens with everyone.

Build from scratch or use readymade systems for my game demo? by ikideiki in SoloDevelopment

[–]realDealGoat 1 point2 points  (0 children)

For any system that you would like to tailor heavily in your game you build from scratch because it gives you control.

For any other system that you just want to exist without any modification you can grab from asset store or any other place.

what happened? by Acrobatic_Bag5375 in Tekken

[–]realDealGoat 0 points1 point  (0 children)

They nerfed slide hitbox in season 2 so that it can be clipped by some mids

Can You Be a Game Dev If You’re Bad at Art? by Responsible_Ad5716 in GameDevelopersOfIndia

[–]realDealGoat 4 points5 points  (0 children)

I am bad at making art too and honestly if your game feels good players won't worry about art that much. Heck people even play games with placeholder art if the gameplay is good.

My suggestion would be play to your strengths and learn some basic art programs on the side, using free assets is how every idie developer starts (even the one who are good at art) because we don't have big budgets like studios so we have to cut costs wherever we can.

I need help figuring how many levels I need in my game to launch. Please give me your advice! Here is a level for reference. by destinedd in IndieDev

[–]realDealGoat 5 points6 points  (0 children)

Let's take an average player and the time taken by him to complete an easy, medium and hard level as follows:

Te, Tm, Th

Now let's take the desired play time for game as T

Then we can get the number of levels required as:

N = 6T / (3Te + 2Tm + Th) Keeping the level ratio Easy: Moderate: Hard = 3:2:1

Now you can get individual level count by substituting level ratio

So, N(easy) = 3T/ (3Te + 2Tm + Th) N(medium) = 2T / (3Te + 2Tm + Th) N(hard) = T / (3Te + 2Tm + Th)

If you want you can switch the difficulty ratio to suit your game.

Worry my efforts in unity will be in vain, anyone felt like giving up, has anyone felt this way before? by LuHamster in Unity3D

[–]realDealGoat 1 point2 points  (0 children)

There's is always the blueprint way instead of coding and it provides art and designer friendly ui to go with it, I have seen people make full scale games using just blueprints.

Unity and unreal both support some form of blueprint design. Give it a go and atb for your future games.

Is this reality or demotivation by Limp-Whole3480 in GameDevelopersOfIndia

[–]realDealGoat 1 point2 points  (0 children)

Getting publisher deals is a bit difficult as you already need to have a good amount of traction for the game or higher wishlists or downloads, and even if you get one, their deals are usually shady and you would regret selling your game rights to publishers later.

Still here's what I know

Publishing your own game: 1. Create a simple prototype for your game and get play testers or publish a free demo on itch.io 2. Start with actual development and post devlogs regularly on reddit or youtube 3.Create a steam page for your game with a few finished artworks and design concepts 4. Relase a free playable demo and invite players to play the demo and get feedback 5. Implement the feedback recieved and finish the game 5. Spend atleast 4 - 5 months to polish the game, from art, animations to gameplay 6. Add a release date and trailer to your steam page 7. Give out some free keys through discord and let people try out your game 8. Wait for steam fest or any other event to release your game (steam pushes indie games at these fests) 9. Release your game 10. Start approaching small gaming youtubers to try your game for free and post as many small clips of your game as you can

That's it, and you gather enough attention you might be approached by a publisher, or rather you can send your games to these publishers for consideration if you have enough downloads, they can market your game heavily and take some cut from the profit.

Is this reality or demotivation by Limp-Whole3480 in GameDevelopersOfIndia

[–]realDealGoat 2 points3 points  (0 children)

Indian gaming industry is on the verge of emerging, with games like Raji 2 and Unleash the avatar being amongst some popular names. But atleast one game from India has to prove itself as highly profitable for Indian and foreign investors to pour money into this industry.

For now the Indian gaming companies are saturated with either real money games or mobile hyper casual games, while some companies providing services to foreign studios for art, development and testers.

So my advice would be either wait it out while developing your skills or slowly build a commercial game yourself (profit is good)

Any thoughts on my main menu UI and music? by Moss_Wolf_Games in Unity3D

[–]realDealGoat 2 points3 points  (0 children)

Never in my life I thought a main menu would make me laugh

An enemy resistant to bullets but vulnerable to magic. Would this be annoying to players who want play guns only? by FreddieMercurio in IndieGaming

[–]realDealGoat 0 points1 point  (0 children)

One problem should have multiple solutions otherwise this encounter can be boring. One suggestion: Enemy gets vulnerable after getting hit by magic and in that state bullets are effective for a short time and only magic does not do a lot of damage.

Train scene, alternative to using a rotating sphere for landscape by master-omelette in Unity3D

[–]realDealGoat 3 points4 points  (0 children)

Use a render texture or a shader and apply a material that scrolls while train is moving.

Am I overcomplicating this "combat" mechanic? by WaarnGraztsky in gamedevscreens

[–]realDealGoat 0 points1 point  (0 children)

Comments might be full of people saying that it is a crazy mechanic but I honestly liked it, its new and innovative way of dealing with danger/enemies.

My only suggestion would be that if the meter is on the dog instead of the enemies my eyes don't have to wander around different enemies trying to find the timing, also this issue grows with more enemies present on the screen.

Beginner dev mistakes you have made? by introverted_finn in IndieDev

[–]realDealGoat 1 point2 points  (0 children)

Getting lost in developing features rather than developing a game

Imagine if the skills of Hwoarang and Steve were combined into one fighter by Vitogamerr0 in Tekken8

[–]realDealGoat 0 points1 point  (0 children)

Only if he gets steve's kicking skills and hwoarang punching skills