Yakoob on 5/1/2021 at 14:49
Haha nice! Are you selling those anywhere, or just for yourself?
I was actually looking into making like a whole batch of plushies (250+) and was super excited to hand out tiny-clouds at cons and stuff... but yeaaaahhh covid happened. I'm not confident people would want to buy them online enough to make it worth it now tho :/
WingedKagouti on 5/1/2021 at 15:02
Quote Posted by Yakoob
Aaah the inevitable feature creep ;) Welcome to gamedev NV!
To give you some extra tips - scale. the fuck. down. I was in the same boat with tons of unfinished projects until I settled on somethin far more manageable. My first real "completed" game (Postmortem: one must die) is a 45-minute, 2D isometric walls-of-text pallooza, and even that took around 2 years of on and off work ;p
That would essentially have been my followup as well.
If what you cut from your initial vision still seems like a massive project, you need to scale things further down to something you can actually start doing.
henke on 5/1/2021 at 15:56
No plans to sell the mugs, just made a few as a test. Gave some of them as Christmas gifts. :)
Nameless Voice on 5/1/2021 at 17:41
Quote Posted by Yakoob
Aaah the inevitable feature creep ;) Welcome to gamedev NV!
How many excess features/levels I have written down shouldn't really matter all that much, so long as the goal is to get that minimum viable product that you were talking about - which, in my case, is the vertical slice / demo level.
Unfortunately, a first-person game with stealth already has a lot of parts, so even the minimum here is a lot.
Simple games are so much easier than trying to simulate a world, no matter how basic you make it.
But, on the plus side, a lot of the mechanics here are generically useful for other, similar projects - the AI, for example.
My main problem is that this is a side project - between my full-time job, gaming, and other activities/hobbies, I only spend a little bit of time on it here and there.
So far, I only have basic mechanics and bits of some boxed-out levels, which means that I don't have anything impressive that I can really show off - which I think is a shame, because it means I'm missing that feedback loop of showing off things, and people seeing them and pushing me to make more.
Nameless Voice on 6/1/2021 at 02:08
Since you have me talking about my gamedev, here's a video of something I implemented over the last few days: a system to easily script actions for the AI to perform when they reach a patrol point.
[video=youtube;ZHN-qmKNNB0]https://www.youtube.com/watch?v=ZHN-qmKNNB0[/video]
Owl2 on 11/1/2021 at 17:31
I taught my AI abit about doors today!
[video=youtube;gN1l-TZTwm0]https://www.youtube.com/watch?v=gN1l-TZTwm0[/video]
Yakoob on 12/1/2021 at 03:37
So we're getting closer and closer to Rain on Your Parade being complete and
we could use a few more testers! If anyone is interested, go ahead PM me or (
https://docs.google.com/forms/d/e/1FAIpQLSffGTstmVeGAbwsKvzJXTZqeixB1Lo_-kbdAlWEuBMOfxsnlQ/viewform) fill out this form. Im keeping beta testing pretty private and mainly inviting people I trust, so
would love to have some TTLG feedback (Pyrian has been a champ!)
In the meantime, here's messing around with some new mechanics :p
[video=youtube;2V440A5L1Gk]https://www.youtube.com/watch?v=2V440A5L1Gk[/video]
Starker on 12/1/2021 at 06:40
DONTO WOORII, do your best!
Sorry, that's all the feedback you're going to get from me.
nicked on 19/1/2021 at 13:52
Been tinkering and trying to learn Unity the last few months, with the aim of making some kind of retro-style FPS. Progress so far:
[video=youtube_share;y67Bl3T8AJU]https://youtu.be/y67Bl3T8AJU[/video]