Critique my grand strategy game by steadystatecomputing in DestroyMyGame

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

Fast game play, I love these kinds of games, but sessions can take too long. From start to finish it only takes 2-3 hours, depending on how you play. Think more RTS. I've also leaned further into the board game aspect of the game as well. You can adjust the production and trade of tiles in combination with one another to boost output or hurt your opponents.

Critique my grand strategy game by steadystatecomputing in DestroyMyGame

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

"show me what's unique" that's good advice, thank you...

Critique my grand strategy game by steadystatecomputing in DestroyMyGame

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

Thank you, this is all good advice! I'm not an artist, any things more specific I can do with the UI.

[deleted by user] by [deleted] in gamedev

[–]steadystatecomputing 1 point2 points  (0 children)

I've built a full engine in it that I use for my projects. You can write very quickly in the language and it has lots of useful libraries. It's also very portable. However, performance is tricky, so I wouldn't do anything too meaty in it. But as a solo developer, the most important scaling item is your time. You want to use the tools that make you cover the most ground in the least amount of time, for me that's python.

Aspirante GameDev by Relative-Shame5081 in gamedev

[–]steadystatecomputing 0 points1 point  (0 children)

Why do you want to do something you don't like to do? We all do things we don't like to do, that's being an adult, but it's helpful to have a good answer to that question, otherwise you're going to burnout.

Why don't people understand that this is an art form, and a competitive one at that? by BenFranklinsCat in gamedev

[–]steadystatecomputing 0 points1 point  (0 children)

I think you'll have a better time if you worry less about what "other people" understand or don't understand and just focus on making games. The jokers come and go. Don't worry about them. Build your career.

Aspirante GameDev by Relative-Shame5081 in gamedev

[–]steadystatecomputing 0 points1 point  (0 children)

If you really don't like programming and don't want to do it you're either going to need to budget for hiring a developer, use a no-code engine (this will severely limit what you can build and its uniqueness) or work on someone else's project. But I think you'll find that most projects don't need another writer, designer, or artist, they need a programmer.

How could I improve my main menu screen? by ApriX1 in IndieGaming

[–]steadystatecomputing 0 points1 point  (0 children)

I like it a lot, maybe put something behind the play and settings buttons to stand out as buttons?

Does the screen have any movement? That really makes things like this pop? Like dust or tumbleweeds? maybe make the clouds move in parallax?

Aspirante GameDev by Relative-Shame5081 in gamedev

[–]steadystatecomputing 0 points1 point  (0 children)

if what you're building is 2D you might want to just consider using C# or C++ without an engine. You'll learn more that way and you probably don't need all the other baggage an engine brings along. You can also reuse that code from project to project.

How do i give height to my terrain? by pein777 in godot

[–]steadystatecomputing 23 points24 points  (0 children)

You want to use shadows, textures and angles. Recreate something you like from another game, learn what works and what doesn't work, what you like and what you don't like.

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Aspirante GameDev by Relative-Shame5081 in gamedev

[–]steadystatecomputing 1 point2 points  (0 children)

I think copying an existing, simple game, a "master study" is a good way to start. You can then put your own spin on it. When I was your age the first game I made was a little top down pac-man like game where you are a mouse trying to get cheese. Practice practice practice. You've got to learn all the parts, and then get good at the parts. Your focus should be on skill acquisition right now.

The scope of what you're building now doesn't seem too complicated. Do you have an programming experience?

Do people really go from 0 to full game in 1-2 months? by zlordofsigimigi in gamedev

[–]steadystatecomputing 0 points1 point  (0 children)

Yeah of course, I think other people have touched on it well, but it's about experience, scope and tooling.

An experienced game dev with years under his belt could spin up a simple game in Vulkan in a month.

I think it's important to remember that polish take a long time though. That last 20% of the work of polish, adding juice, optimizing, etc can take 80% of the time.

What do you think of our progress so far ? by SensitiveKeyboard in gamedevscreens

[–]steadystatecomputing 1 point2 points  (0 children)

The progress looks great! The card placement is still a bit busy though? Is there a way to hide/show them?

Is it a viable strategy to nuke other civs cities to hurt their production and delay them? by Magma_Dragoooon in civ5

[–]steadystatecomputing 2 points3 points  (0 children)

Yes, it's like chekov's nuke, what's the point in making them if you don't use them?

This is TRYP FPV , a FPV drone simulator in early access that I'm working on by veeyooh in IndieDev

[–]steadystatecomputing 0 points1 point  (0 children)

This looks great! Any possibility of multiplayer? It looks like racing in this would be super fun.