I'm thinking about getting back into game development, and I'm looking to find out if there are other developers here making games and if you're finishing them. It's really tough being a solo developer, and I was hoping to hear about the challenges you face every day. Best Regards
Right now I'm trying to take care of the art side of things. The problem is that I want to make certain things, but I can't find any artwork that fits what I want to do and matches the art quality Iām able to produce myself.
I've found plenty of GUI asset packs that would work fine, but I keep getting stuck when it comes to 2D assets for the actual in-game levels.
I was trying to figure out if this is a common problem, and how other people usually deal with it.
I am currently working on a 3D block based game similar to a well known game I won't tell the name, but where you have to mine material and craft stuff with it. It is an interesting and challenging project, but I doubt I'll ever publish it for various reasons. it is more of a hobby project right now. What I have done so far: terrain generation, player interactions, day/night cycle, lighting, and yesterday I started adding mobs. What is left to do: crafting and inventory UI, mobs AI, and basically define the game rules or story.
I've just released Ice Fishing Derby 2. I started using Gideros in 2013 when I made a 2D port of a 3D Windows ice fishing game, and the new release is the sequel. The new game is 3D and much more complicated under the hood than the original.
As for challenges, it took time work out how to get human models from the Make Person For Blender plugin to play nicely with Gideros, some bumps in the road with a custom shader, and memory management was a challenge, trying to keep the game playable on low-end devices with articulated fish and human characters and fairly large landscapes with thousands of trees, etc. Some of those core parts I've been working on off-and-on for several years, like the landscape system I had in mind for a summer fishing game and was starting to wonder if I'd ever use that. This fall I had worked out what I needed to actually create the new ice fishing game.
Most of the beta testers who signed up never followed through, so I released last Friday with less testing than I should have. What worked on the handful of devices it was tested on turned on to crash on a fair number of devices after release. That lead to some 1 star reviews right away had me scrambling for a fix. By midnight Saturday I had the main issue fixed, and released that on Sunday. I released several more updates with fixes for less common bugs, and things are looking stable now. The new reviews are much better, and in the past few days it's picked up over 3,000 installs and is earning some money.
I'm so, so glad I chose Gideros 12+ years ago. It's a great platform that's just kept getting better, and a really helpful community.
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I try to write/update games made in gideros so I can somehow add them either to the wiki in the tutorials section or on GH.
I try to finish them but sometimes they are still rough around the edge š.
I am a solo dev and I code whatever I need/want but mostly apps rather than games.
I don't have any specific issues except for the bugs in my code which can take days to fix š¢.
Tell us what you struggle with and we will try to help š
Right now I'm trying to take care of the art side of things. The problem is that I want to make certain things, but I can't find any artwork that fits what I want to do and matches the art quality Iām able to produce myself.
I've found plenty of GUI asset packs that would work fine, but I keep getting stuck when it comes to 2D assets for the actual in-game levels.
I was trying to figure out if this is a common problem, and how other people usually deal with it.
Thanks for replying.
I made an app in Gideros that turns 3D to 2D, shameless self promotion warning https://mokatunprod.itch.io/3dpixel-obj
I use it for all my games and it helps me a lot. I use only cc0 3D assets so I don't have to worry about the license.
Please tell me more about the type of assets and the style and I may help you out with this š
Some examples of what's possible https://mokalux.home.blog/category/wallpapers/
PS: I am not good at UI stuff
It is an interesting and challenging project, but I doubt I'll ever publish it for various reasons. it is more of a hobby project right now.
What I have done so far: terrain generation, player interactions, day/night cycle, lighting, and yesterday I started adding mobs. What is left to do: crafting and inventory UI, mobs AI, and basically define the game rules or story.
Likes: MoKaLux, vitalitymobile, PaulH
https://mokalux.home.blog/category/wallpapers/
Likes: PaulH
As for challenges, it took time work out how to get human models from the Make Person For Blender plugin to play nicely with Gideros, some bumps in the road with a custom shader, and memory management was a challenge, trying to keep the game playable on low-end devices with articulated fish and human characters and fairly large landscapes with thousands of trees, etc. Some of those core parts I've been working on off-and-on for several years, like the landscape system I had in mind for a summer fishing game and was starting to wonder if I'd ever use that. This fall I had worked out what I needed to actually create the new ice fishing game.
Most of the beta testers who signed up never followed through, so I released last Friday with less testing than I should have. What worked on the handful of devices it was tested on turned on to crash on a fair number of devices after release. That lead to some 1 star reviews right away had me scrambling for a fix. By midnight Saturday I had the main issue fixed, and released that on Sunday. I released several more updates with fixes for less common bugs, and things are looking stable now. The new reviews are much better, and in the past few days it's picked up over 3,000 installs and is earning some money.
I'm so, so glad I chose Gideros 12+ years ago. It's a great platform that's just kept getting better, and a really helpful community.