• @Evil_Shrubbery@lemm.ee
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    305 months ago

    I don’t mean to be passive-aggressive, animations are really hard (especially to produce on game-wide scale alone), but I love those in-sync doggos, choreographed tails like they are about to start a (good-)boy band.

    • Zagorath
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      5 months ago

      They look like they’re about to start snapping their fingers menacingly at 0:46.

      While we’re talking about it, at 0:16 on the first video it kinda looks like the PC just sticks their hand in between the wolf’s jaws, before punching it with their other hand. Got a chuckle from me.

      • @andioop@programming.dev
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        55 months ago

        I have not heard “snapping their fingers menacingly” since I heard a description of West Side Story. Pleased to come across it again, this is going to make me actually check out the trailer now

        • Zagorath
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          25 months ago

          I actually surprised that when I went looking for a clip to share along with that comment, I couldn’t actually find any clip of them walking directly at the camera doing it like it happens in my head. (I’ve never actually watched it either on stage or film, but I guess I know it through cultural osmosis.)

  • LeadersAtWork
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    5 months ago

    Hey! So, I’ll go into more detail once I have a strong enough connection to watch the videos smoothly. For now some general advice that is often missed by new game devs:

    1. Make your game fun. Not just fun to you; fun to others too. Even if that means taking a step back and looking at a mechanic you personally enjoy from a very objective perspective.

    2. Make sure the game runs well. Limit the jittering and framerate hiccups. Give flexibility to controls. Let people change them. Provide all the options.

    3. Drip feed mechanics into the gameplay in a natural way BUT make sure everything is technically unlocked immediately. This opens up more replayability without the opening slog some games force people to sit through.

    4. Finally, ask for help and take criticism seriously. None of us are shitting on something you have put tremendous work into. We want the experience to be awesome. As much for you as for us.

    Bonus: If you can, try and release your game on Steam between other releases in the same, or in adjacent, genres. Also consider reaching out to streamers that have shown they are willing to give factual and fair critiques, reviews, and chances for a game.

    I have been considering creating a game for some time and these are the rules I would follow. Fun factor and playability absolutely stomp on everything else. A fun, playable, easy to get into experience will sell itself. From there it’s just a matter of holding onto the hype long enough to make all that effort so very much worth it.

    • @laradev@programming.devOP
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      95 months ago

      Hi, i read it all of your thoughts. İ really appreciate it that you shared your valuable time while writing this. Yeah, i totally agree with you, you are 100% right. İ will try my best to figure it out. Have a nice day.

      • LeadersAtWork
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        5 months ago

        I’m certain you’ll do great! Creating a video game is a tremendous undertaking, and you are risking a lot more than your time and energy by making this. All of us want that effort and those sleepless nights to work out for you. :)

        You got this, my friend.

    • Pennomi
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      55 months ago

      For what it’s worth, creating a game that is fun to yourself will almost certainly resonate with other gamers that are like you. It can make a game bad if you focus on the general population instead of your own personal passion project.

      This of course assumes you have good taste and high standards of polish.

  • @fartsparkles@sh.itjust.works
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    185 months ago

    Given the obvious similarities to The Long Dark (even your title nods to the influence), what differs your game from your inspiration? What did you want to expand upon or change?

    • @laradev@programming.devOP
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      125 months ago

      Gameplay mechanics,animations,graphics as realistic as possible,challanges,storyline, story and co-op support and etc.

  • @Sanctus@lemmy.world
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    105 months ago

    I’m gonna be real, polish the fuck out of the mechanics. Just make sure those are 100%.

    All those animation issues can be fixed, but if the game itself is unoptimized and unfinished it won’t matter.

    I suck at animating myself, but it still might be cheaper to pay an animator to fix those up rather than spend all that time doing it yourself.

      • @Sanctus@lemmy.world
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        75 months ago

        In my worthless opinion, if the game is functioning as intended AND you get those sweet advertisements out there. It will probably sell pretty alright. Survivals are big right now.

        • @laradev@programming.devOP
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          45 months ago

          Hi, Yeah as a survival games lover i am trying to make a game that you never saw on other survival games. For example, did you see any survival game with the cooking meet animations like that? İt is kot final result. İ will polish it. Thanks

          • @Sanctus@lemmy.world
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            25 months ago

            Dont count on animations selling your game, my guy. It helps but its no bandaid for addictive gameplay. There could be no animation at all and if its fun I’ll still play it. Make sure the mechanics bring about that feeling of completing tasks and advancing and it’ll do fine.

  • nickwitha_k (he/him)
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    45 months ago

    I’m excited to see more once it becomes available. Have already added to wishlist. A couple of thoughts, similar to what some others have voiced:

    • Animations are not everything or enough to make a good game. However, attention to detail in animations is a big plus in my book, regardless of graphical quality. It is something that I tend to notice and appreciate.

    • Mechanics are fundamental to any game, physical or digital. There’s two diametrically opposed directions that I’ve seen that result in enjoyable games:

    1. Mechanics that are optimized for enjoyment rather than strict realism. People play games for entertainment. If a mechanic is extremely frustrating, it will likely cause people to lose interest even if it is extremely realistic. In this approach, such mechanics are tuned or dropped to ensure that the player experience is as good as it can be.

    2. Mechanics that are optimized for realism to an excessive degree, with enjoyable gameplay taking a backseat. This is likely to result in a smaller, cult following as many will get frustrated and move on. A good example of this is Dwarf Fortress with its unofficial slogan of “Losing is Fun”.

    I would strongly suggest leaning towards the former as the latter is a really hard target to hit and the cult following for a game that does hit #2 perfectly may also be delayed until long after release.

    • Graphical quality can be very overrated. An enjoyable game with terrible graphics and animation may be very replayable while one with stunning visuals and terrible gameplay may be a flash in the plan that is quickly forgotten. I highly recommend ensuring that graphics are well-optimized so as to allow stutter-free gameplay on even low spec machines, if settings are sufficiently reduced.

    Keep up the good work and I look forward to seeing your future progress.

    • @laradev@programming.devOP
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      25 months ago

      Thank you so much! Yeahabout the realism there will be difficulty levels option like walker,survivalist,expert and etc. About the optimization yeah i am always pay attention to that while developing too. Thanks for the wishlist! 👍

  • Zoot
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    35 months ago

    Kind of reminds of me The Hatchet. But I won’t lie, it looks a little rough. Awesome work none the less, and I hope it goes well for you!