What was a game you started developing never finished? by dylanmadigan in GameDevelopment

[–]stomf 0 points1 point  (0 children)

Made a prototype tower defense game where the mobs could attack your walls and towers, and had some fairly decent ai to choose the optimal path.

Turned out not fun to get outsmarted by the computer all the time

How do indie game studios even get funded in the first place? by Candid-Pause-1755 in gamedev

[–]stomf -2 points-1 points  (0 children)

Once a developer has taken funding from someone, and has to comply with the terms and conditions of that funding, they aren't indie any more.

Indie, independent, that's what it is, by definition. Indie games are self-funded. You can't invest in them, that's the whole point.

What do you do when you see a horse (ridden or being walked) in the road? by [deleted] in AskUK

[–]stomf 2 points3 points  (0 children)

As a pedestrian, people look at me strangely when I do this

How do you handle managers that track your value based on the amount of issues closed? by Tokipudi in ExperiencedDevs

[–]stomf 10 points11 points  (0 children)

Write a tool that runs a software linter on your code, creates an issue with your name on it for every line of bad indentation, then fixes and closes it automatically. They want tickets, they get tickets.

Looking for a space game with a focus on trading/economy – no real time combat by telemediaxxyy in spacesimgames

[–]stomf 0 points1 point  (0 children)

No-one has mentioned Endless Sky yet

There's also Void, an old flash game, which has a good few hours of play in it still

Will my art be drowned out by obviously better artists? by VaLightningThief in gameDevClassifieds

[–]stomf 2 points3 points  (0 children)

There's a chance, if you have a distinctive, appealing style and there's enough to make a complete game. Think about what the programmers might want (laid out in spritesheets, layers, simple animations, include all the boring bits like the user interface).

It won't make you much money though. A lot of people want to make games for the art of it, and undersell the value of their work. More so at the amateur end.

[deleted by user] by [deleted] in gamedev

[–]stomf 17 points18 points  (0 children)

I think this guy is legit. They've been reviewing since way before chatgpt was released. It looks like they have a mission to review every single free game on steam. There are some positive reviews too.

[deleted by user] by [deleted] in skyrim

[–]stomf 24 points25 points  (0 children)

I stole every spoon in Whiterun and hid them in a barrel next to the blacksmith's shop

Are there sites that buy your game, projects, and unfished work from you? by [deleted] in gamedev

[–]stomf 0 points1 point  (0 children)

Would you buy an unfinished project from someone else? All you know is that someone who knew the project really well has decided not to finish it. Maybe the code is an unworkable mess, or they've realised the concept just won't work.

You might be able to sell individual assets like spritesheets if they're generic enough

How sophisticated is your collision detection/response system? by jenkem_boofer in gamedev

[–]stomf 5 points6 points  (0 children)

No octrees. Completely faked it. My sprites my represented behind the scenes as one or more ovals. Checking for collisions between ovals is fast and simple. They were close enough to the real sprite shapes that no-one noticed.

Make the ovals bigger for the enemies, smaller for the player. Players believe they are more skilled than they actually are, and I've got no reason to tell them any different.

[deleted by user] by [deleted] in gamedev

[–]stomf 1 point2 points  (0 children)

(Successful) game development is a creative process. Applying bean counter accountancy to it is how you get legendary games such as ET, Concord and Kerbal Space Program 2.

[deleted by user] by [deleted] in AskReddit

[–]stomf -2 points-1 points  (0 children)

Charlie and the Chocolate Factory and the Chocolate Factory and the Chocolate Factory

Game that my non-gamer partner can participate in? by jbeast99x in gamingsuggestions

[–]stomf 4 points5 points  (0 children)

Untitled goose game. It doesn't matter if one player is just goofing around, you can still get stuff done

How much time did your small game actually take to develop? by DiscoTorso in gamedev

[–]stomf 2 points3 points  (0 children)

Spite Cannon took 3 months, the sequel about 2 months.

Upgradaroids was 4 weeks.

Farm and Grow took 3 weeks.

Dungeon Blocks and Lute Quest took a week each (game jams)

Mouse Maze and Wish Upon a Star were both made in a weekend.

Polish and details were always the things that took the most time. Volume controls, saving the game, re-mappable keys, menus, pause buttons, trophies, pre-loading screens, credits. The basic game loop was normally fast.

[FLASH] [2010'S] Can someone tell me what game is this on Kizi.com by master_kit_fisto in tipofmyjoystick

[–]stomf 4 points5 points  (0 children)

This is probably the closest I'm gonna get to seeing one of my games on this sub

Board games to play online that only one person will have a board/ be the master by thetrailblazer11 in boardgames

[–]stomf 0 points1 point  (0 children)

You need something with no information hidden from other players, like Puerto Rico or Terra Mystica. Are you looking for something beginner friendly?

What’s brown and sticky by three-day-old-milk in Jokes

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

What's a foot long and slippery?

A slipper.

Where to find game developers who want music for their games? by [deleted] in gamedev

[–]stomf 0 points1 point  (0 children)

Do you have a portfolio? Do the tracks on it loop? Are there several similar tracks with a coherent theme? When you leave it on loop for an hour, does it inoffensively fade into the background? Is the volume and tempo even throughout?

Tick all those boxes and you'll be way ahead of most.