i've managed to make this stuff work in my project: raymarched flames quadmesh to billboard tree shader volumetric clouds pbd cloth sim for capes verlet ropes gpu instanced grass dual quaternion skinning reactive smoke concave mesh slicer voronoi destruction fft ocean
but there's still a ton of of things that are a work in progress, like triple that amount.
>>740839787(OP) I am, few hurdles make me wanna quit sometimes but I'm doing the minimum viable stuff to poop out a demo for #69. Currently spending hours on getting drifting to feel fun while keeping the suspension floaty. For demo I'll stick with unreal's chaos vehicle rig, but if i make it to polished game stage, a custom driving rig might be a better approach. Nothing new to share visually, since last few days has been value adjustments and fuck all 3d stuff. Here's a boss/miniboss concept that I toyed with tho
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Anonymous06/11/26(Thu)06:09:50
>>740839787(OP) I've had to take a couple days break because I have a job and housework to do... which makes me mildly sad.
Moved from Godot to Unity. We are re-doing everything yay Today we tuned walking curves. Added analog crouch, so am changing walking speeds. Next I will port my combo system. It goes much faster the second time around. I'm feeling it. You guys feeling it?
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Anonymous06/11/26(Thu)06:13:52
>>740843351 id play that. >>740843513 i dont like car games but good for you anon. >>740843693 being busy sucks anon i feel that. My visual novel takes twice as long cause im doing overtime.
>>740839787(OP) I emailed 5 strategy youtubers to cover my wargame and got no response after 2 years of work. It was D-Day anniversary .. and im a struggling veteran :/ (cod zombies 2008).. only 2.5k wishlists after months when games with 20k can fail. don't be like me.
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Anonymous06/11/26(Thu)06:25:16
>>740844168 Dude i know its annoying as fuck but make shorts, make tiktoks. Hell make multiple trailers that are over edited and memey. The worst you get is someone disliking but the best you get is a purchase, theres really no reason not too.
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Anonymous06/11/26(Thu)06:27:13
Trying to find the courage and strength of will to UV-map and texture my character properly. So much small tweaking
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Anonymous06/11/26(Thu)06:30:36
>>740844168 >got no reply content creators don't reply unless you're a huge developer. you send a key and hope they pick it up. game looks pretty good here.
>>740844212 Yes, I have this idea for a series of shorts showing different weapons vs armor and showing penetration and subcomponent damage at different ranges like a serious study sim. or maybe just animate Wehrmacht doing fartnite dances like pic rel.
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Anonymous06/11/26(Thu)06:32:36
>>740843806 that is one of my favourite parts of development. seeing things come alive through animation is a real joy. i recently just redid mine and was surprised it only took me maybe 30 minutes to get walking, crouching, ik and attacks
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Anonymous06/11/26(Thu)06:35:25
>>740844443 It really is great. Blendtrees are awesome
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Anonymous06/11/26(Thu)06:37:02
What do I even start with if my current pipe-dream idea is to make a space 4x game like Distant Worlds (the first one, not the second) but with combat like Starsector?
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Anonymous06/11/26(Thu)06:39:11
I will vibe code everything.
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Anonymous06/11/26(Thu)06:39:40
>>740844374 Thanks, I tried mostly bigtime channels,. if anyone knows smaller wargaming channels I can try. If anyone knows strategy game industry, you know most games sign with a specific publisher and I have no idea why. Their marketing sucks so maybe there's something else going on, contacts with youtubers? how do i get coffeezilla on this.
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Anonymous06/11/26(Thu)06:39:46
>>740844580 if an idea is 1+1 then it's destined to fail since it's twice the work of a typical game good game ideas are 1/2, meaning you distill something down to its essential core and remove the bloat
Trying to get back into it by building simple structures, I haven't done any dev in a while
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Anonymous06/11/26(Thu)06:43:53
>>740839787(OP) What's even the point? 99% of indie games I see in any gamedev community go on to get like 15 steam reviews and nobody cares about them. Best case scenario you can put it down as experience while applying for a real software dev position, but there are easier and more rewarding projects than building a game to do that.
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Anonymous06/11/26(Thu)06:45:26
>>740844817 >What's even the point? Making your dream come true?
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Anonymous06/11/26(Thu)06:46:35
>>740844817 if you're doing game dev for money and code monkey clout, you shouldn't be doing game dev.
Almost have another demo ready, basically the first 6 battles of the game in nearly the finished game's state. Mostly just playing through and toning down the difficulty even more because even though I thought I had it at a relatively easy place, a person I shared it with said it was still too hard
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Anonymous06/11/26(Thu)06:50:08
>>740844817 The point is my 12yo inner-self deserving nothing but the very best.
>>740844669 That is good advice and even when originally asking I was thinking how stupid it is so say that I just wanna make "this game plus that game" but I was moreso wondering what engine or tools to start with from OP's pic.
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Anonymous06/11/26(Thu)06:55:37
>>740844876 I can't believe half of the games indie devs shit out are their 'dreams.' 99% of them are just shovelware trash. I can't blame them though, since anything I would make would likely be shovelware trash as well, as I can't finance the resources necessary to actually make anything I would find worth making.
>>740844917 I've got to make money somehow. If you're doing gamedev along with your normal work then there's a 99% chance you'll just burn out hard and the game will never finish, or you'll finish it in 15 years.
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Anonymous06/11/26(Thu)06:56:53
>>740845217 You sound pathetic and like you're on the verge of tears, just letting you know
>>740845118 Monolith/SoP dev won, Bug Fables dev won, and I hope this smug reclining koopa wins too
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Anonymous06/11/26(Thu)07:05:50
>>740845217 >99% of them are just shovelware trash. Those are the ones chasing quick pocket cash, not their dream game. Understandably, there are a lot of jeets and jeet-minded devs out there
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Anonymous06/11/26(Thu)07:07:53
>>740844168 Looks good, shame I'm not into war strats, it's a normie repellent so you are aiming for a niche market there.
Me and some guy will use CryEngine 5 to make a small horror game together. I'm an experienced 3d artist and he's the programmer.
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Anonymous06/11/26(Thu)07:33:18
>>740845081 I was spending more time fighting Godot to get clean imports, clean animations rolling, etc, than actually working on what I want to achieve. Godot is nice. But it's not enough for me in this project.
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Anonymous06/11/26(Thu)07:37:53
>>740845606 Yes, it's a small and aging market. I'm hoping the dual operational/tactical gameplay like Total War can draw some players in. Thinking I should add matchmaking/multiplayer at least to the tactical game to maybe get more attention from streamers.
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Anonymous06/11/26(Thu)07:39:13
>>740845606 Is Medieval 2 and Rome Total war war strat normie repellant?
Spread the trailer around a bit where I could, and people do really like it. Despite this, it's still not really catching on. Ah well, we did try our best to spread it and didn't succeed, that's indie games for you I suppose.
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Anonymous06/11/26(Thu)07:47:10
>>740845118 Many such cases. https://www.gamespark.jp/article/2026/06/09/167749.html
Also, I vividly remember Megabonk dev posting in these threads. Or maybe I'm just misremembering something idk.
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Anonymous06/11/26(Thu)07:47:44
>>740846726 Yeah, I can see why it didn't succeed. Post your gamer dev feet.
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Anonymous06/11/26(Thu)07:48:08
>>740846854 My feet aren't that attractive, trust me.
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Anonymous06/11/26(Thu)08:00:13
Old school card game enjoyers... Play my game!
https://bigtimegd.itch.io/paradegrounds
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Anonymous06/11/26(Thu)08:05:11
>>740846726 The UI stands out as the biggest problem both in the VN sections and gameplay, it's very ugly. Aside from that it looks pretty good
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Anonymous06/11/26(Thu)08:06:00
>>740846726 You are advertising as standing out from other indie hordes but it just looks the same to me desu. To really stand out you'd need to create something as hard hitting as Silent Hills PT or Visage (done by 2 people)
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Anonymous06/11/26(Thu)08:08:03
>>740846726 the dark, dry-ass gameplay clashes hard with the brighter cutaways and key art, anyone can sniff out a marketingmaxxed game a mile away
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Anonymous06/11/26(Thu)08:08:04
>>740846726 The visual style of the cutscenes and the actual gameplay are like from completely different titles and clash hard.
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Anonymous06/11/26(Thu)08:09:24
>>740847417 Thanks. What's wrong with the UI though? Haven't heard anyone complain about it before.
>>740847443 >it just looks the same to be tᖯh Well obviously we would try to sell the game by showing what's different about it, but I don't think there's many anime style top-down/third-person shooters with visual novel scenes out there. I think we managed to make something pretty unique.
>>740846726 Those visual novel scenes cutting to Megaman X7 is just a little jarring kek
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Anonymous06/11/26(Thu)08:27:20
>>740847692 Yeah I know. The game's been in on-and-off development for over ten years so shit like that can fall through the cracks, and unfortunately it's too late and expensive to fix much of anything at this point. Something to keep in mind for our next games or the sequel.
I did suggest/yell a bunch at the creator to improve the presentation of the VN scenes, so at least they should be fun to look at visually. Stuff like more props, unique moments and some CGs. I think they look good and the gameplay looks decent enough as well, so even if it's not consistent it's not bad on its own?
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Anonymous06/11/26(Thu)08:29:10
>>740848216 I complained but wishlisted anyway. I expect a /v/igger to at least make good feeling gameplay
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Anonymous06/11/26(Thu)08:30:11
>>740848279 Thanks! There's a Steam demo so if you'd like to try that and leave feedback/suggestions/complaints, we're all ears
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Anonymous06/11/26(Thu)08:38:14
>>740839787(OP) how do i get good at art and music? I can already program, art is hard music you can kinda throw something together.
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Anonymous06/11/26(Thu)08:43:01
>>740847580 >What's wrong with the UI though? It looks amateurish like something you'd see in a flash game, but the rest of your game looks better so I think you can do better. - VN scene text is too large, this isn't a mobile game right? - Irregular blue bubble motif is bad, I would redo everything idk I think the random blobs cheapen the style of the game - UI takes up too much space in all 4 corners - Mismatched fonts, the LCD numeric font is difficult to read at a glance and you aren't using it for the extra lives number. What about a monospaced font for numbers? - No need to write "Score" so big (or at all), the number is more important. No need for a mostly empty box around score number - I can't tell what 2/3 of the pixelated icons mean, and pixels clash with the rounded rectangle style - The colors do not work well together, if you do want to only use shades of blue then add more contrast and make some of it closer to black or white - The wholly light blue parts at the bottom don't work well, the reason you should use multiple colors with lots of contrast or a significant text outline is so it's readable no matter what the background is
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Anonymous06/11/26(Thu)08:43:57
>>740848554 with art the less gimmicks the better, learning fundamentals isn't a joke, start with keys to drawing as for music just drag and drop preset loops lol
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Anonymous06/11/26(Thu)08:48:23
>>740848702 >VN scene text is too large, this isn't a mobile game right? That one was my suggestion simply because, if we do a Switch port, it needs to be readable from a distance in undocked mode. So the answer to your question is "kinda sorta".
I'll send over the rest of your feedback though, thanks!
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Anonymous06/11/26(Thu)08:52:02
>>740839787(OP) Releasing into early access in about two weeks, playing the game over and over again and putting the last polish.
>>740839787(OP) I'm a codelet artcel but I've always wanted to make my own game. I've tried modding several games, like Mount & Blade or Half Life 2 to be in my own worlds, but I always get filtered by the programming parts. Any other modders here?