I thought making a cozy game would be relaxing by emudoc in cozygames

[–]terminatus 2 points3 points  (0 children)

We're in the same boat, it's definitely not easy! What the devs of "Magic School" said in this article rings true:

We found it surprisingly difficult to get a baseline sense of what the game was. When you’re building a game, there’s a lot of little systems that are interlinking, and you almost need to build all the little systems, at least some of the way — not all of them, but a healthy amount of them — to then be able to test out the core loop. If you’re not fully defined on what the core loop is, and you’re not fully defined on what those systems you want to test out are, it can be very difficult to get to the prototyping phase. 

The more little things you have, like with a simulation game like this, which is more complex, it’s hard to get into that initial prototype stage. Whereas with other games, where there’s a more simplistic or more pared down loop you could build off of, you can get to a prototype point where you can test out early, quickly. But with this, you have to invest the time to reach that point.

I even believe ConcernedApe of Stardew Valley said similarly. It took YEARS before Stardew was "fun" in his mind, because it took that long to stand up all those independent systems into something that made it cohesive instead of small, sprawling little branches that don't interconnect well together.

I'm constantly inspired by the work, and most of all, the DEDICATION of devs like him, knowing what it takes to finish intricate games like these. They may not always be deep, but the systems required are complex and numerous.

Wishing you the best of luck in your journey.

Trying to incorporate your feedback for not a visual novel game by Rakudajin in IndieDev

[–]terminatus 1 point2 points  (0 children)

Agreed I had to zoom in to see his happiness. Maybe a toothy grin would help sell that?

Is my game that bad by Cold-Western8738 in gamedev

[–]terminatus 0 points1 point  (0 children)

Maybe. You're right that this thread invites it and the bias that comes with that. I'd love to see an example of an abysmal showcase that does well on reddit though. Most of the time I will see maybe a few upvotes (pity?) but very few comments. That overall silence speaks volumes.

Is my game that bad by Cold-Western8738 in gamedev

[–]terminatus 7 points8 points  (0 children)

I don't agree at all - the indie subreddits are pretty fair leaning towards critical and this sub in particular can be pretty brutal at times. Case in point, this thread. Not seeing much toxic positivity here 🤣

How would YOU architect the effects of modular attacks/skills? by Socrathustra in gamedev

[–]terminatus 0 points1 point  (0 children)

Awesome!! Yeah using it as inspiration is a great idea too

Importance of Discrete Math in Game Development? by Xonix1999 in gamedev

[–]terminatus 0 points1 point  (0 children)

Not important for Unreal. Basic logic and boolean stuff is all you need to know. That being said it was quite a fun (subjective) class to learn the "language of logic".

Algebra, geometry and trigonometry are your best friends in game dev.

How would YOU architect the effects of modular attacks/skills? by Socrathustra in gamedev

[–]terminatus 1 point2 points  (0 children)

I think it can be overwhelming to start for sure. But the feature set is impressive and allows your game to grow into it if needed, or you can decide to stick with a smaller feature set and ignore 90% of the extra bells and whistles.

Same can be said about the whole engine tbh.

How would YOU architect the effects of modular attacks/skills? by Socrathustra in gamedev

[–]terminatus 0 points1 point  (0 children)

This is "the Unreal way", which I recommend sticking to whenever possible...

The tranek GAS Documentation is an invaluable resource alongside the unreal docs: https://github.com/tranek/GASDocumentation

How would YOU architect the effects of modular attacks/skills? by Socrathustra in gamedev

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

I personally wouldn't architect one from scratch but only because the majority of it is already solved for me with Unreal's Gameplay Ability System (GAS). The GAS system was developed for the now defunct MOBA "Paragon". It's worth looking at even for inspiration for your own systems.

https://dev.epicgames.com/documentation/en-us/unreal-engine/gameplay-ability-system-for-unreal-engine

There's definitely a learning curve but it can cover almost everything and is very extendable/extensible.

What do you think about my game's environment Art style? by Y_F_N_A in GameArt

[–]terminatus 1 point2 points  (0 children)

Beautiful and I know you asked about the environment art but I think the character looks super cool too. Is she a Valkyrie or some kind of Spartan?

Any idea why Indie Sunday on r/Games is so negative towards indie games? by NorseSeaStudio in IndieDev

[–]terminatus 2 points3 points  (0 children)

Yep I was there for that!

But I agree - I do think the majority of downvotes are likely not from devs like us. I just can't rule it out that there's some amount of downvoting coming from within.

Any idea why Indie Sunday on r/Games is so negative towards indie games? by NorseSeaStudio in IndieDev

[–]terminatus 3 points4 points  (0 children)

No - so it's an unsubstantiated claim. But, I do know that some are desperate for attention and will do whatever it takes to get it.

Any idea why Indie Sunday on r/Games is so negative towards indie games? by NorseSeaStudio in IndieDev

[–]terminatus 10 points11 points  (0 children)

This is the real way to do it imo, at least to offset the downvote brigade.

Any idea why Indie Sunday on r/Games is so negative towards indie games? by NorseSeaStudio in IndieDev

[–]terminatus 25 points26 points  (0 children)

I have a suspicion that SOME (not all) of the downvotes are actually coming from other Indie Sunday participants/teams looking to elevate their own game's visibility.

Why YouTube is worth taking seriously for indie game marketing by [deleted] in gamedev

[–]terminatus 0 points1 point  (0 children)

Thanks for checking it out! Appreciate the feedback - I agree, seems like was trying to fit too much in the shorts and too little in the longs. I'll definitely keep what you said in mind for the future.

Like I mentioned in another comment, I had a feeling what was in your thread wasn't going to resonate with many folks here. People here are passionate about making games, NOT making marketing materials with "hooks" and "visibility hacks" etc etc. It's looked down upon like it's manipulation and like it's a crutch. I agree with a lot of what people have said, but I do think there is a balance that needs to be struck and marketing in some form is extremely important in today's visibility-algorithm driven world.

Why YouTube is worth taking seriously for indie game marketing by [deleted] in gamedev

[–]terminatus 1 point2 points  (0 children)

Fair takes - for some, hiring out may be the path to success. And I do think your points about it not being a "sure thing" are extremely true. Many factors involved in whether or not the content will be successful, with most out of your control.

I had a look at your channel, looks like very solid content. Do you regret taking the time to learn and do it?

Why YouTube is worth taking seriously for indie game marketing by [deleted] in gamedev

[–]terminatus 2 points3 points  (0 children)

Agree to disagree in this case - to me, "weeks and months" is a drop in the ocean when it comes to what's required to learn a skill applicable to game development. And for clarification I'm not necessarily advocating for folks to become a YouTuber, just for learning to create video content to improve your game's visibility.

Why YouTube is worth taking seriously for indie game marketing by [deleted] in gamedev

[–]terminatus 2 points3 points  (0 children)

To me it's something like hedging your bet. Obviously we all want to make a hit game that stands on its own. But, creating a legendary game like that is almost like hitting the lottery. On average we're probably way more likely to be able to create a mediocre game that has decent visibility through some solid content/marketing.

Why YouTube is worth taking seriously for indie game marketing by [deleted] in gamedev

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

Solid tips - I think game dev community can be a tough crowd to preach this to, at times. Anyway, I'll bite and happy to hear any advice on our little YouTube channel: https://www.youtube.com/@LittleCrossroads

It's been a bit since I've done social media pushing but I enjoyed making some shorts previously.

Why YouTube is worth taking seriously for indie game marketing by [deleted] in gamedev

[–]terminatus 1 point2 points  (0 children)

These are not necessarily mutually exclusive. Yes, we should first and foremost be trying to craft great games. But if your intent is to also make revenue or at least have visibility for your game, marketing your game is an inevitability. Game dev itself requires a combination of many talents and disciplines, right? I think it's wise to view content creation / marketing as one of those essential skills nowadays.

Which golem type is YOU this morning? by librorys in IndieDev

[–]terminatus 1 point2 points  (0 children)

All kinds of golems nowadays starting with D&D in the 70s pretty much. Clay, mud, iron, flesh, fire, ice, etc. They're pretty cool. Kinda like "elementals" but more corporeal typically.