The cosmos gifted us a rose 🌹
This rose is made of a pair of interacting galaxies that have been distorted by each other’s gravitational pulls. Learn more about these cosmic companions: science.nasa.gov/asset/hubble/a…
@LuotiGames To be honest, I think marketing is 50% effort and 50% luck. you need to try hard and figure out ways to get your game out there but at the same time, you need to get lucky and hope people notice it more.
@__ThoughtPolice If becoming a game dev becomes my full-time job then I would 100% agree with u. If it's a hobby then I wonder which would be better tho, though maybe they hate it cause you at least know that if you work better on the next one you will have an audience.
@games_parallel Yup, however, this feeling comes from the fact that some things you didn't expect pop up like glitches or categories u thought would be simple but ended up complicated
@ZerkCrator Breaking down into categories what a mvp is going to need and then further breaking down those categories into mini goals helps with the overwhelming nature in my experience. If you can feel like you are making progress on the micro scale, macro becomes less daunting
@ZerkCrator@GameDevMiniBot1 Same, it's a terrible feeling that made me almost stop development for a whole year.
I was like there's so much to do in my real job and i felt like the project was too big for a single person, but this feeling still remains.
@RoboticaStudios Yea when it's 1 or 2 people it can feel like you have an insane amount of things you have to do. It's also hard to work on game dev when you have a lot of responsibilities. Honestly, my biggest drive is the fact that I will regret it a lot if i don'tI finish this game.
@ZerkCrator It can feel like it is so easy for everyone else when you look around on social media because of the endless beautiful works on display, but gamedev is very hard! especially the more hats you wear on a smaller team. It feels like an endless runner, be the 🐢, not the 🐇.
Minecraft. It’s ridiculously easy to start and build out your world with the pre-existing assets. The add on system makes adding new mobs/interactive elements a breeze and when you look under the hood there is a comprehensive command/code system to make it do what you want.
@ZerkCrator Unity, because I'm used to it and I can work faster than if I had to learn something from scratch.
Though after seeing what Unreal 5 can do, I'm seriously pondering switching engines for the next title.