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Eki-Eki-Eki
190 posts

Eki-Eki-Eki
@aw79904
Fantasy Brothel Manager: https://t.co/GhSIjQlcIf Unlanded: https://t.co/vC8QLBLqJY Discord: https://t.co/AwhrQb9qLP Patreon: https://t.co/3bOTki04vM
Katılım Eylül 2015
51 Takip Edilen226 Takipçiler

Pathfinding is hard - especially through a crowd of ghosts👻
#gamedev #gaming #indiedev #managementsim
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Management sim tip: always keep spare puppets for the ghosts
#gamedev #gaming #indiedev #managementsim
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Imagine you died in a brothel and became a ghost. Would you haunt the personnel?
#gamedev #gaming #indiedev #managementsim
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@gdechichi @80Level I’m just saying the title feels a bit misleading. The platform matters, and if Burst isn’t supported on WebGL or whatever, a clear note about that in the title would be really appreciated by readers
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.@gdechichi showcased his ECS system in a custom C engine, claiming it runs 17 times faster than Unity's DOTS.
Details: 80.lv/articles/devel…
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Do you find it scary? You should - it can make you do… stuff. 👻
#gamedev #gaming #indiedev #managementsim
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The thing is, people can have fun while chasing achievements.
Take me and Wizard of Legend, for example. I’ve beaten it countless times and unlocked everything, and when there was nothing left to do, I started hunting achievements. It added a few more hours of fun to one of my favourite games, and honestly, I kind of wish it had even more of those extra challenges.
And also, getting a sudden achievement is a pleasant little experience on its own.
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@JitterGame На місії з антеною Shrub не може вийти за межі кабіни. Можу допомогти з дебагом, якщо потрібні сейви або трансляція.

Українська

We're launching Early Access on November 6th because apparently deadlines exist.
Is it done? No. Are we shipping it? Yes.
There’s an open world now. Don’t ask how.
Wishlist it. Or don’t. Chapter One launches either way.
#jittergame
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Firstly, I never said people should chase trends. At least because by the time you notice one, it's already too late. Unless you're genuinely good at feeling trends, like this guy youtube.com/watch?v=vWidan… or this guy youtube.com/watch?v=2BsC1y…, failure is very likely.
Secondly, this whole conversation started because your initial posts didn't sound like “don't chase trends,” but rather like "Don't do a game that people will like, do a game that you would love to play" literally. That line can be interpreted in a lot of ways. From my perspective, it sounds like telling people to make their "dream game", and in my info field, this approach buried a lot of devs. Not because they lacked passion, but because they were too blindly passionate about their dream.
The “dream game” mindset is great motivation to start in gamedev, most devs I know began that way, but at some point, everyone had to get realistic.
So yeah, let's wrap it up: if you're saying “everyone should make their dream game,” I'll call you a lucky, delusional bastard. But if you're saying “chasing trends isn't a great strategy” or “soulless games are bad,” then I'm totally with you.

YouTube

YouTube
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I mean encouraging people to chase trend is literally playing roulette
With 6 bullet in the chamber:)
One more time, only the top of the top survive as you said, so it’s pointless to hope surviving with the copy of something else, by doing that you are condemned to fail, and it’s not a very good advice from my pov.
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Better advice : don’t do that. Don’t do a game that people will like, do a game that you would love to play.
Passion in what you do is the key success. Chasing success is the worst plan to succeed.
Gorka Games@GorkaGames
Solo devs: stop building AAA open worlds. You’re choosing Hard Mode and killing your chances in 2025. Here’s the faster path to a game people actually play (and share): 🧵🔥
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My point is, your message is harmful to indie devs. I'm not saying your path wasn't hard; you can be proud of yourself, but don't project your experience onto everyone else. For every story like yours, there are a hundred dramatic ones - stories that might’ve had a happy ending if the devs had just gotten a bit of solid advice… from e.g. Jonas Tyroller interviews or reddit or a dev friend.
You basically survived a round of full-barrel roulette due to a jammed gun, and now you’re encouraging everyone to play it too.
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I was alone for 4 years before getting a team, on minimum wage, less than 300$ per month. When I started extraction shooter wasn’t a trend, and to answer your question, there is simply not a lot of game that succeed, but no, chasing trend doesn’t bring success : most of failure are in fact exactly that : slope, soulless game built for audience.
Anything else ? 🙂
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You didn’t answer the question.
By the way, if you’re not aware, you’re making an extraction shooter. Not following trends, huh.
Also, how many people are in your indie team? Twenty-five? You’re a hypocrite, even if you don’t realize it yet.
Anyway, no offense meant. I really do appreciate your perspective, just wanted to have an honest discussion.
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Ok, let it be so. What do you think the ratio is between truly passionate indie devs who never finish their projects because of classic newbie mistakes like overscoping, and the lucky ones like you who got successful despite the absence of any research, prototyping, scope estimation, resources estimation, etc?
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I’ve say it and proved it, it worked (lucky maybe). Got friends who did the same.
It’s not hypocritical, that just some people like you can’t understand some people just doesn’t have same perception.
I don’t value money, that all. Same for success, and if this is what you really value, good luck to have even one of both.
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@jensenhu3 If everyone just wears less, it’ll make the designs feel less distinguishable. I’d rather make outfits as a little game feature. Probably a collectable.
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Players are asking the protagonist to wear less? Should I agree to their request?
game name: Star Fire: Eternal Cycle
#indiegame #indiegames #steamdeck
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“As an artist, money and success should not be your goal.”
There are very few people who can honestly say, “I don’t care if my project succeeds - it’s not my goal.” And those few wouldn't even bother with marketing. So either that statement is hypocritical, or we’re simply talking about different things.
If your point is that soulless trend-chasing is a bad practice, especially as it becomes more common, then I completely agree.
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@TurboMakesGames Are there any cons for using rewindable allocations?
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Make sure you are using those rewindable allocators when you can!!
Binary Impact@BinaryImpactG
#UnityTips Insider Ed. 03 of 25 by @TurboMakesGames When creating certain types in ECS, you'll specify an allocation type. Most common: Temp, TempJob & Persistent. Instead of Temp memory, use the WorldUpdateAllocator, it's rewound each frame, avoiding unnecessary allocations.
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@Bonkrefeen @FatCat_games I bet a facial change could shift the whole vibe. Right now, they feel friendly and casual, which gives a generic impression that you are talking about. Imagine the same video but with this face in front!

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When You're TOO OVERLEVELED 💪💪💪
#screenshotsaturday #ScreenshotSunday #RPG #madewithunity #indiegame #gamedev
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