That’s always the goal, but rarely the end result 🙃
Posts by Ian Durra
agreed. but It’s that art requirement that’s killing me with roguelike deckbuilders. I‘m looking at incremental games like Execute and MMO 98 and seeing how much less art is required
I love making roguelikes but the genre expectations of 100+ items is a real killer and makes the back half of development miserable.
My main problem has been over scoping my games. And I would think that trying to make an incremental in the style of Execute/MMO 98 would counteract that issue by forcing me to narrow scope.
I’m concerned about trying to develop an incremental game because it’s saturated genre, and quality bar is higher now. However the ridiculously short dev times is really appealing.
Took a break last night and just for fun tried cloning Dodecadragons in Godot. Got the first panel working and everything incrementing in a few hours. crazy how fast different game genres can be
Most compelling reason I’ve heard to “genre chase” is there’s way more bundle opportunities available on Steam. Like incremental mega bundles are numerous compared to other genres right now
Execute demo is very good. I see why that game popped off
Getting the Steam page ready for Lucky Break... really happy with how it all is turning out. Excited to finish Zero Warning and get cracking on Lucky Break demo in May. #godot
Congrats, excited to try it out
Dodecadragons (browser), idle-ish incremental games are optimal for parenting
Payne Robinson bar really hitting about 'building above your skill level'. My first two games are overscoped, and I've spent wayy to much time just getting systems working, with zero time spent "finding the fun". Third game I'm keeping the systems severly limited so I can spend time designing/QA.
getting the steam page ready to announce #screenshotsaturday
now that I'm planning out a sci-fi game, it's so much easier to develop conceptual stuff. I think this might be my preferred setting going forward. All those hours of Star Trek/Babylon 5 are paying off
Rating how my games are going:
Zero Warning: :( final stretch
Lucky Break: :| production
Slots vs. Aliens: :) pre-production
work smarter not harder. Gonna draw all the enemies as little hats on celestial bodies. So moon toad, moon jellyfish etc.., but only have to draw the underlying element once. Also let's them sway separately in the engine
yea tracing is OP. that's a good idea to mock it up first ("collage style") and then trace.
I like this one a bit better in that I feel I could actually make 50 of these. Free-handed dark outlines, and then just three-ish passes for shadows, mediums, highlights. #art #krita
first attempt at Moon Toad in Krita. Way too complicated considering I need to do ~50 of these. Might drop color palette to monocromatic, and consider a more loose "sketchy" style.
drawing some space stuff in krita
planetary zen garden
an incremental game about stacking turtles
why are taxes soooo much harder when your self-employed :((
im in same position. What program are you thinking?
He’s vetoed so many progressive ballot initiatives in California over the years. really all the things wrong with the democratic establishment wrapped in one lizard body.
Self driving car simulator. watch 8 cameras and manually take control from out of control cars.
yea i really have come to enjoy longer pre-productions where I can take my time and iterate on the creative process.
traveling till Sunday. I’ll be sketching planning out my next game
"Leftist Unity"? You mean Godot Engine?