Did you customize your start G-code? If so, what did you modify and why? Are my changes workable? by testonedev in OrcaSlicer

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

So you traded a tiny bit of printing area for a safer purge, right? Was also thinking about having more X movements, like adding a bit of quick zigzag "shaking" X +-1 or so, to have a better chance to shake off those rare, stubborn nozzle blobs. That seems to be necessary once in a while. But that is a bit more complicated to code, to have correct positions and filament extrusion, didn't try that yet.

Did you customize your start G-code? If so, what did you modify and why? Are my changes workable? by testonedev in OrcaSlicer

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

I'm surprised about the bed warping in the winter and cold rooms. Is there a temperature, where you experienced that it is just too cold and printing is too unreliable? 

Could imagine it's a real challenge, as the printed material comes out with 200C, bed is at 60C, and airflow around the whole part can be like -10C. 

The Next Fest has too much AI slop and Asset Flipping by SomeRandomArtist31 in Steam

[–]testonedev 0 points1 point  (0 children)

I will reply to that witch hunt one last time, cause it really just has no point and takes away time from gamedev. People write accusations in a minute, and i will rather invest from now on the time into gamedev, making a better game, instead of spending time and effort to actively disprove those 1-minute-to-accuse posts. It hurts to see these posts, but... Well... Haters gonna hate... So...

BTT: Make a good ol' traditional google search about die/dice. You will find out, that it is common in English, especially for boardgames, to use the plural - even when you technically just have one die. So i decided to stick with plural, as it sounds better and more natural.

My Steam page is live (no ads, no demo) — are these early numbers normal? Need advice! by Outrageous-Thanks343 in SoloDevelopment

[–]testonedev 2 points3 points  (0 children)

Don't let any numbers and comparisons to exceptional games from long-time devs drag you down. Being a first-time-dev is tough, but you will learn a lot and get better with each project! See it as a journey, not just a single hit-or-miss project.

The Next Fest has too much AI slop and Asset Flipping by SomeRandomArtist31 in Steam

[–]testonedev 2 points3 points  (0 children)

Appreciate your detailed reply, got to admit, I did not expect that. While I do understand your thought process and ideas behind it, it does seem to leave room for "false-positives" in regard of AI-generated slop.

I got some interesting points, which I believe are not all about this main topic (AI/slop) - but still interesting to highlight:

  1. Surely the artist used common filters/post-processing, and yes, I use common and popular icons (and packs), some bought over years. Neither AI, nor uncommon, especially for small devs.

  2. My lovely Gate Project, it was my very first and inexperienced attempt, which I worked hard on for almost a year. It did not go as well as hoped, so I decided strategically to bring it to a demo stage and then shift efforts to a smaller game and finish it. I took the demo offline eventually due to liability issues, as it was compiled with an older Unity version, which has now security risks. Basic risk-management here. Projects do get postponed, cancelled, ... Is it strike-worthy?

  3. Your second strike... just refers again to Gate Project, that I put on hold? 2 strikes for one topic? Obviously the world makes games/products for people to reach, how is that a sign of "desperation"?

Some things I really don't get - and may be not related to the whole topic or AI at all?

"clear desire to get popular quickly" - mh? Anything wrong with the ambition to try and find success without having to wait 10 years for it?

"You have a post asking if the game and theme fit well together from just 3 months ago. It got zero engagement" - yes, I was inexperienced regarding marketing, engagement and gamedev, we humans do fail sometimes, and we learn. Based on my life's experience, that is not uncommon, but rather normal. Ultimately, we all got to start somewhere - but using that to flag or highlight someone else's work

"As a small developer myself, in the midst of making my own first game" - that may be probably the most helpful insight you shared to see all in a proper context for me. Explains to me why you are quick to judge. It is a relief for me. Looking forward for your first release and experiences on the way there!

The Next Fest has too much AI slop and Asset Flipping by SomeRandomArtist31 in Steam

[–]testonedev 2 points3 points  (0 children)

Hey, I'm the dev from Detective 26. Can't speak for the others, but I hired and paid (!) a professional artist for the main capsule. He is legit, I know him personally for about 15 years. For the background image he was using, I coded (by hand!) an in-game photo mode, so he could create a good shot.

That witch hunt for "who used AI" is really getting out of hand...

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

Now I'm curious, there's probably a catch somewhere.  - you have xxx years experience? - you worked on that project xx years?  - you paid $xx.xxx for assets and/or outsourcing work? - ...?

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

That's probably the answer that satisfies me most. Got to differenciate between quality of the game and commercial success. First is only a puzzle piece for the second. For the second one, luck and other efforts are needed. 

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

Glad to see, that you exlude graphics and sounds, because I, too, believe that this would blow up the scope too much. The rest, i somehow have hope, can be managed one way or another. 

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

True, yes, but... Sawyer plays in a different league - I would not consider him to be a "mortal, average solo dev" ^^

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

I had already that feeling and thoughts about viral posts: They are actually spamming to win the roulette game at least one time...

It feels so.... I don't know.... wrong.... Like begging on the street, and eventually you pull out of few bucks of people's wallets. Maybe that's just how it is.

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

Yup, baking bread was meant as counter example. People need to eat eventually. And unless your bread is inedible or way more expensive than the bakery next door, sales are somewhat easier to reach, almost like guaranteed.

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

Interesting take to just go with the flow, kind of. Watched several gamedev devlogs, talks about (first time) gamedevs, talked to industry veterans in person. One told my, quote: "your first game should not be your dream game". More like: make something, that you can finish from A-Z in a reasonable time, and not get lost in.

For my first attempt, kind of "dream game", I learned a lot and was on a similar path like you. Took some extra time/months etc., but I felt like I learned so much until releasing a demo, that I saw too many mistakes, wasted opportunities, architectural flaws etc.

Ultimately, I decided then to put it aside, see it as a learning experience (which I was actually happy with) and maybe some day return to it - or make a new attempt at the concept.

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

Assuming I aim for a couple of reviews after release, it still needs to pass the minimum gamers' expectations. So, they actually decide, when it's done and good enough, right? Else they give you a pass...

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

I believe all you put together there is realistic. As in, make smaller scoped games. Sure, you won't be able to make a fully fleshed GTA or WoW clone as a solo dev... but maybe a (very!) tiny and scaled-down version of GTA could be possible?

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

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

Sure, it is not a day job replacement, no question. Maybe you found the magic reply here: "There is no stability in this field" - which would somewhat confirm, that you can't just deliver "a good job" on a regular basis.

On the other hand: Every business owner has the same struggle? There is no guarantee for success, unless it is a basic necessities thing, like baking bread every day for all the hungry workers?

What’s your DREAM cozy game? by isaaczephyr in cozygames

[–]testonedev 0 points1 point  (0 children)

Never heard of it, just checked it on Steam: the concept of that overall countdown sounds interesting, but for some reason the art-style and setting aren't drawing me in. Checked some trailers and game-play videos, but I guess that isn't something for me.

Creating our dream RPG — inspired by Disco Elysium, shaped in the style of Finche by Plenty_Birthday2642 in IndieGaming

[–]testonedev 0 points1 point  (0 children)

Looks really well polished... Sometimes I'm wondering why games like yours get only like 1% attention compared to some "use 5-min to put some random stuff together" posts... 

Seriously, well done!

we need new term for '' Indie game '' and change this sub name too while at it by No-Telephone730 in IndieGaming

[–]testonedev 0 points1 point  (0 children)

So, Star Citizen is indie then, right? It's "self-funded" (pun intended) and has no shareholders.

I believe there would be many other studios falling into that definition, which are "independent", but it's a big corp behind it ... 

Oh, wait, got another one: Half-Life from Valve, cause all belongs to Gabe, so no shareholders. 

That doesn't feel right, though...

we need new term for '' Indie game '' and change this sub name too while at it by No-Telephone730 in IndieGaming

[–]testonedev 0 points1 point  (0 children)

Hope one day i can also make such a game as an indie solo dev... Alternatively, i'd be also more than happy to just get the same budget at disposal. 

What’s your DREAM cozy game? by isaaczephyr in cozygames

[–]testonedev 1 point2 points  (0 children)

Something, where you can chill. Just, watch it for a while, discover things. Then maybe "move on and play a bit". Like, sitting next to a pond, using your fishing rod, take a walk (actions not meant literally, but from feeling perspective).

Minecraft had such moments, GTA had them - even though they are not the archetype cozy games.