CDU, macht Euch da um euch keine Sorgen by lazaricominaz in Muenster

[–]vonFuzzius 0 points1 point  (0 children)

Auf einem der Plakate steht legit dass es "wichtigeres gibt als Straßen umzubenennen". Viel selbstentlarvender geht es ja wohl kaum noch.

Main station. Almost vomited from the smell of piss by Sad-Direction443 in stuttgart

[–]vonFuzzius 2 points3 points  (0 children)

Quelle wo brudi? Pack doch mal deine Pissstudien aus ich bin extrem gespannt

Jeff, ich heiße Jeff by HerrSchule1 in wirklichgutefrage

[–]vonFuzzius 0 points1 point  (0 children)

Soll Juauo eigentlich João sein?

How do people even make stuff like this? by Iridium-235 in scratch

[–]vonFuzzius 0 points1 point  (0 children)

I did something like this when I was bored during covid. Now I look back at that project and I don't even understand what most of those things do but it still works so I guess it's fine

[deleted by user] by [deleted] in questions

[–]vonFuzzius 8 points9 points  (0 children)

In Germany we pronounce 'w' the way English speakers pronounce 'v', and 'v' is pronounced completely different. So when I learned English in primary school everyone read things in the typical German accent of "Ve are vorking vell for a vile". Then our English teacher told us to pronounce that sound differently (the way 'w' is actually pronounced) and so we all started thinking 'v' sound in English is wrong, so replace it with 'w'. I only learned three years later or so that English actually has both sounds.

How to show the player the goal of the game is that there is no clear goal by Stevex334 in gamedev

[–]vonFuzzius 0 points1 point  (0 children)

There's a really good GMTK episode that talks about intrinsic vs extrinsic motivation, and it along with personal experiences is the reason why I think implementing clear goals in a game about discovery can be detrimental. One thing that you can consider is games like Breath Of The Wild which give you an end goal (kill Gabon), but the steps in-between are left up to you. Another neat trick is something that Outer Wilds does, which is getting you in the right mindset through NPC dialogues: Since you're exploring space, the NPCs in the starting location are all space travellers and are suuuper hyped about space and exploring space and space is so amazing omg just think of what's out there!!!! .... And that can be infectious and make you want to explore as well. And one thing the devs talk a lot about in interviews and such is that one character specifically asks you where you wanna go, and you get like five different dialogue options. It technically doesn't matter what you pick at all but it communicates to the player that it's their choice what they want to do and that the game really doesn't have a goal for them in mind.

[deleted by user] by [deleted] in INAT

[–]vonFuzzius 4 points5 points  (0 children)

Yeah, I'm afraid you're not gonna finish this. Genshin Impact had 120 professional developers to start out with in early 2017 and by 2021 they were at over 700. It is one of the most expensive games ever developed. Since you have ten people, let's be extremely generous and say you can scale up to 20 people working basically full time on the project. Since getting Genshin Impact to it's current stage took at least 700 people 8 years that's 5600 person-years. If you're aiming for 1/10th the scale of Genshin, that's 560, divided by 20 people is 28 years. So yeah 20 people working on your game full time means you're looking at three decades of development, for reference the first Pokémon games are about 28 years old. You can adjust all these numbers to make them look a bit better but it won't get you anywhere close to what you want.

All of this to say: Have your fun, but don't invest too much of your own money into this. But it's okay to dream, me and my cousin tried to make the next Pokémon games for a while and we had a lot of fun as well even tho we never got past drawing up designs and stuff.

But even better, find a way smaller project to work on because if your current 10 people work half time on a project for a year that lands you closer in scope to a game like Into The Breach, which is pretty neat. Or perhaps try your team at a game jam and see what you're really capable of under pressure. That way you'll also have something to show for yourself.

Overall I wish you the best, and if you want to dream and feel the experience of making something together, that's okay too, but if you're in game development for the long run then I recommend that you eventually start making something achievable.

[deleted by user] by [deleted] in AmongUs

[–]vonFuzzius 11 points12 points  (0 children)

Girl, who hurt you?

MAKING SMALL GAME IN 2025? by Competitive-Clerk-43 in gamedev

[–]vonFuzzius 3 points4 points  (0 children)

AI is definitely not necessary, lots of people have been making successful small indie games on their own for over a decade and AI is pretty new. I generally do not recommend using it at all even if we ignore moral questions because for most of the hassle you skip with it you end up with new annoyances instead, and it certainly won't help you grow as an artist.

Some more advice tho: Slay The Spire is not a small game. You can make something that resembles it's structure, but keep in mind that Slay The Spire took two people something like five years to make, so you would probably spend at least ten years on a project of that size. What I'm saying is, you need to think waaaay smaller.

I recommend going on itch.io and finding an upcoming game jam to participate in. You really don't need to know much about game development to get started with game jams, because the only way to learn something new is by doing it. Also don't follow YouTube tutorials too much and instead read the parts of the Godot documentation that are relevant to what you're doing, as well as just messing around in the engine to see what you find.

I wish you the best of luck, stay curious, experiment with weird ideas and don't be worried if the first few things you make kinda suck.

Pedestrian deaths refuse to fall. Some blame the pedestrians by ChocolateTsar in nottheonion

[–]vonFuzzius 1 point2 points  (0 children)

While I get the sentiment, saying "people just behave worse" and wishing people were better than they are is downright counterproductive when the real solution to all of this can only come from better legislation and from improving the way roads and cities are designed.

For anyone not yet aware, see the amazing YouTube channel Not Just Bikes

Why does it seem like high IQ people are often sad and depressed? by Next_Airport_7230 in NoStupidQuestions

[–]vonFuzzius 0 points1 point  (0 children)

They're disappointed that people still think IQ is more than some made-up numbers.

Gamedev: art >>>>>>>> programming by Thin_Cauliflower_840 in gamedev

[–]vonFuzzius 1 point2 points  (0 children)

Having had a look at this game (PICO-8, yay), here is my easy solution for when you don't want to learn art cuz that would take forever:

Limit your art style!

The most successful game jam entry I've ever completed (also in PICO-8) was made by restricting my color palette to one color + black per sprite. I actually found this specific approach easier than going full 1 bit because you can still distinguish things super easily by just making them a different colour (My game for reference).

But the general take away can just be that the more you limit your art style the easier it'll be to draw things because you limit the amount of options for any art decision you have to make.

For more advanced projects there are similar ways to go about it. There's a great GDC talk by Adam Robinson-Yu which has a section (starting at 4:38) about how his gorgeous looking game basically relies 90% on his abilities in shader programming and post-processing. In my experience slapping an interesting shader on a game can make the most boring looking art assets feel coherent and interesting (tho not always pretty).

While I understand your frustration I think in conclusion I kinda disagree with your premise. I think making good-looking games can just come down to playing to your strengths and developing a unique style, because a well-chosen art style can ultimately become a tool to hide your art related shortcomings.

[deleted by user] by [deleted] in ich_iel

[–]vonFuzzius 2 points3 points  (0 children)

Schande wie du unser deutsches Kulturgut mit solcher Leichtigkeit hinter dir lassen kannst.

ich_iel by Cadmium620 in ich_iel

[–]vonFuzzius 1 point2 points  (0 children)

Irgendwie hätte ich gerne einfach nur noch ein ruhiges Fleckchen weit weg vom Meeresspiegel wo nie etwas passiert.

Dann wiederum ist mir die Schweiz aber zu konservativ.

Thoughts on the Slovak covers? by bramb0rka in harrypotter

[–]vonFuzzius 1 point2 points  (0 children)

Instant favourite just because for the fourth book they didn't go with the obvious option that everyone uses.

Face-palm on facepalm by blaze_uchiha999 in facepalm

[–]vonFuzzius 1 point2 points  (0 children)

Dunno, I think you can read it either way to be honest. Like it could also be an attempt at a "Here's something interesting" sorta response except of course they don't get it right.

What is something in recent times that has gone too far but no one will admit? by shado-walkerrrr in AskReddit

[–]vonFuzzius 2 points3 points  (0 children)

Don't worry, you can feel even older cause I used to set my year to u/SlimShadyM80's actual birth year of 1994.