What's your advice for the indie gamedevs on here?

What's your advice for the indie gamedevs on here?

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just b urself

Your game is only good as your passion for it
If you start feeling burnt out, take a break

you in 5 years

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Don't ask, don't tell.

Couldn't this be avoiding just by investing a shit ton of money into marketing

Find a real job

more like don't ask don't smell

Only use Unity assets.
Don't dare to code a custom engine.

Market saturation
Why would i buy this new 7/10 game when I can buy a 3 year old 10/10 game
On steam you are competing with like a decade of AAA games.
This is why physical games were better.

Games get old on PC, especially if the developers/publishers don't release the source code.

stop shitposting about non Yas Forums on Yas Forums

dont

Make your own engine or kill yourself.

based.
also release it as open source so i fork it and make my own better version. have a clear vision, do one thing well not a million things equally shitty. expect no sales. focus on a possible cult following. make a world that makes sense.

basically copy japan and do not take a single source of inspiration from western games

Tighten up those graphics on level 3

>Making games purely for profit
>Not investing the time only because you WANT too

Controls shouldn't be difficult or counter-intuitive unless that is the point of the game. Don't write shitty code if you make it open source, people will make fun of you.

>the consumers have too many options, now no one will buy my unity asset flip clone game :(
I agree physical is better but not for that reason

Kys

affects big companies too
>dont buy AAA game because its 8/10
>dev loses money
>no more money for future games

This seems like a decent thread to ask for advice about my game in. I'm making a first person dungeon crawler (Etrian Odyssey style) where you can customize a mecha. But I keep hearing people talk about how they hate when you can customize something but can't see your character in third person. The problem is that a dungeoncrawler really wouldn't work in 3rd person, with all the cramped hallways and the camera sitting behind a big mecha. You wouldn't be able to see past it. And part of the reason I even opted for 1st person in the first place was a design decision specifically to avoid having to animate all kinds of different mecha part combinations, so you only ever see your mecha when it's not in motion, which would be at every checkpoint, or when you exit the cockpit and look at it from the outside. Is my game concept just doomed to failure from the get-go, or do you think there is still an audience for people who like first person dungeoncrawlers?

Have fun, if you're not having fun the game will reflect it.

>Tighten up those graphics on level 3
Now that's a phrase I haven't heard in like a decade, holy shit.

>But I keep hearing people talk about how they hate when you can customize something but can't see your character in third person.
This is objectively true.

Customization only works if you can see shit.

Like I said, you can see it at every checkpoint, or if you get out of it. Just never in motion. Assuming checkpoints are visited about as frequently as bonfires in Dark Souls, Is that enough? Or is the entire concept unsalvageable?

>composing for game
>dont know how to art, cant even draw basic shapes
>dont know how to code, cant even use scratch
>nothing much is happening, most recent thing i was updated on was 9 days ago
>have thrown out atleast 3 different versions of a song and cant think of anything
not going good right now
but on the bright side i did make vocaroo.com/hcYS88gjxwD

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Never listen to anyone on Yas Forums

So I can't code, can kinda draw, can't write music and only have a semblance of story and characters. I know what kind of game I want to make, so where do I start? Also, does getting RPG Maker help if I'm also learning to code?

If you can see it when you get out that's fine. Mecha-EO4 sounds dope, keep working on it.

Does it work like the airship in 4 where you just use it to navigate the overworld?

Sounds pretty good. I could see it playing in an RPG maker porn game.

Don't be a gamedev and get a job that actually pays well and doesn't make you work 80 hours a week. Software developers are worth more than the game industry is willing to give them, game studios just want to pay niggers and women.

This guy is your anti-role model. Avoid doing what he does.

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Did he go to school to learn coding, or is just some amateur coder?

>Does it work like the airship in 4 where you just use it to navigate the overworld?
No, the mecha is what you would be using most of the time for dungeon exploration. Getting out would only happen in certain areas for puzzles, or to get through small spaces, like if a door is partially closed and you need to open it from the other side. Or if you need to sneak past something.

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>does a platform that lets me avoid coding help me learn how to code
No.

learn linear algebra

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Here's your solution: have a UI element dedicated to a portrait of your mech. Maybe use it to show your current state, and have wear and tear show up on it as it starts to take damage. You'll just have to worry about balancing screen real estate.

make a good game
don't be a faggot

I'm not sure if
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If by amateur you mean being absolutely fucking inept, then yes.

Wow, that is actually a very cool idea that I never thought of, and solves the problem perfectly. Thanks, user.

Best of luck, brother. Looking forward to playing it when you're done.