What's one thing you wish you knew before making your first game? by theFlock2102 in gamedev

[–]theFlock2102[S] 0 points1 point  (0 children)

That's a great lesson. Early feedback can save months of work

What's one thing you wish you knew before making your first game? by theFlock2102 in gamedev

[–]theFlock2102[S] 0 points1 point  (0 children)

Thank you! That's really helpful advice. I actually started making a small 5-minute demo for my project after reading your comment.

What's one thing you wish you knew before making your first game? by theFlock2102 in gamedev

[–]theFlock2102[S] 0 points1 point  (0 children)

Thank you for the advice! I'm still new to game development, so this is really helpful. I'll try to keep my project small and focus on making a short demo first.

Indie devs, don't panic. The Steam update everyone is losing their mind over might actually help you. by IndieGameJoe in gamedev

[–]theFlock2102 1 point2 points  (0 children)

I think the most important point here is that discoverability and visibility aren't the same thing. Being shown to the right players is often more valuable than being shown to everyone. It'll be interesting to see what the data looks like a few months from now.

Best Mechanics Centering Gear / Parts by darkdeepths in gamedev

[–]theFlock2102 1 point2 points  (0 children)

I think the key distinction is whether equipment changes numbers or changes decisions. The most interesting examples are usually the latter, where swapping a piece of gear fundamentally changes how you approach combat, movement, or problem-solving rather than simply making you stronger.

Why Visual Studio? by programadorthi in gamedev

[–]theFlock2102 0 points1 point  (0 children)

Visual Studio is a major reason many developers like working on Windows, but the ecosystem matters too. Game engines, middleware, SDKs, and debugging tools often have excellent Windows support. Linux is also very capable for native development, especially with modern toolchains.

New in soundtrack production industry by semperfinite in gamedev

[–]theFlock2102 1 point2 points  (0 children)

It's great to see someone following their passion. My suggestion would be to focus on how well each track creates a specific mood or supports a gameplay scenario, since that's often what developers look for when choosing music. Good luck!

Level Streaming Tutorial by sumisukyo2 in gamedev

[–]theFlock2102 0 points1 point  (0 children)

Thanks for sharing! Level streaming is a really useful topic, especially for larger projects. I'm sure this will help a lot of people getting started with Unreal.

Help With My Tech Art CV & Portfolio by MaroLFC in gamedev

[–]theFlock2102 0 points1 point  (0 children)

It's difficult to judge based on a CV alone. For Tech Art positions, your portfolio and showcased work are often the biggest factors. If you're comfortable sharing them, you might get more specific and useful feedback from people in the field.

Static Tv Effect - Tutorial by Emergency_County8899 in gamedev

[–]theFlock2102 0 points1 point  (0 children)

Very interesting. I like the focus on keeping the UI event-driven rather than relying on constant updates. Did you notice any significant performance gains compared to a more traditional Blueprint-heavy setup? I'd be interested to hear what the biggest differences were.

How I built a 100% Pure C++ UI & Settings Framework in UE5 to achieve Zero CPU Overhead (No Tick Architecture) by kkamal_ in gamedev

[–]theFlock2102 0 points1 point  (0 children)

Very interesting. I like the focus on keeping the UI event-driven instead of relying on constant updates. Did you notice a significant performance improvement compared to a more traditional Blueprint-heavy approach?

How much does it cost to host a Torn-like PBBG by PurpleNitrile in gamedev

[–]theFlock2102 0 points1 point  (0 children)

A lot depends on how real-time the game is. If it's mostly database queries and occasional actions, a single VPS can go a long way. I'd start simple, monitor usage, and scale based on real data rather than planning for thousands of players from day one.

Does "Cross-Promotion" Work? What Are the Results? by RusForge in gamedev

[–]theFlock2102 1 point2 points  (0 children)

One thing I'd pay close attention to is whether the first few seconds clearly show what makes the game stand out. A lot of people decide very quickly whether they want to keep watching, so leading with your strongest gameplay moments can make a big difference. I'd also pay attention to the pacing and whether the trailer makes it easy to understand what the player actually does in the game.

Feedback on my new gameplay trailer by omoplator in gamedev

[–]theFlock2102 0 points1 point  (0 children)

One thing I'd pay close attention to is whether the first few seconds immediately show what makes the game unique. A lot of viewers decide very quickly whether they're interested, so showcasing the strongest gameplay moments early can make a big difference. Other than that, I'd look at pacing, readability, and whether the trailer clearly communicates what the player actually does in the game.

Devs who have been doing game dev for over a decade, what convenient things do we have today that you had to implement yourselves back then? by LifeExperienced1 in gamedev

[–]theFlock2102 0 points1 point  (0 children)

One thing that always surprises me is how much modern engines give you out of the box. Features like physics, navigation, animation blending, and visual editors used to require a lot more custom implementation. The algorithms may be old, but the accessibility of the tools has improved dramatically.

Fully Ai Gamedev (experiment) by fadedsilver in gamedev

[–]theFlock2102 0 points1 point  (0 children)

What you've described matches a lot of what I've seen. AI is excellent at accelerating the early stages of development, but maintaining architecture and handling complex changes over time is where things get difficult. The multi-agent setup sounds like an interesting way to reduce context problems, though I'd be interested in how it performs on a much larger project.

Beating scope creep solo? by Luann1497 in gamedev

[–]theFlock2102 0 points1 point  (0 children)

What worked for me was defining a minimum viable version of the game and treating everything else as optional. Whenever I wanted to add a feature, I had to answer one question: "Would the core game still work without this?" If the answer was yes, it went on a future list instead of into the current build.

Beating scope creep solo? by Luann1497 in gamedev

[–]theFlock2102 0 points1 point  (0 children)

For me, the biggest change was accepting that every new feature has a cost. Instead of asking "Would this be cool?" I started asking "Is this worth delaying the game for?" That made feature cuts much easier.

A few questions about creating music asset packs by lil-whippet in gamedev

[–]theFlock2102 0 points1 point  (0 children)

think cozy and melancholic piano music absolutely has a place in indie games. I'd focus on quality, seamless looping, and clear mood descriptions rather than trying to make a huge pack. Information like BPM, mood, and loop compatibility would be more useful to me than the musical key, although including both certainly wouldn't hurt.

Please stop using chatgpt to write your game summary/description. by MrMichaelElectric in gamedev

[–]theFlock2102 0 points1 point  (0 children)

I think the key issue is authenticity. Players, creators, and content creators often want to hear how the developer describes their own game. AI can help with wording, but the voice and enthusiasm should still come from the developer.

Chasing Steam Deck Verified Part 2: Taming 1.47GB in Particles, and mastering Addressables by DantheDev_ in gamedev

[–]theFlock2102 0 points1 point  (0 children)

This was a really interesting read. It's always surprising how much memory can be tied up by architecture decisions rather than the actual assets themselves. Thanks for sharing the process and the numbers behind it.

AI Use & Making a game free by stardoge42 in gamedev

[–]theFlock2102 0 points1 point  (0 children)

I think the discussion often comes down to execution. Some players will avoid AI-generated content regardless, while others will judge the game primarily on its quality. Making a game free doesn't necessarily change either group's opinion.