fellow solo dev here, the part about having a kanban/trello system is so important. Just having a simple pending -> in progress -> finished set up really helped me to think about what's actually gonna help push the project, and not get distracted. I'd recommend having a maximum of 2-3 tasks in progress at once to minimize context switching too
Ya good advice. If I ever do another big solo game, I'll definitely use that. For my game (RoadHouse Manager) I have one giant design Word doc that is now over 700 pages, 300,000 words (I'm a writer as well ), and now the doc is so big that its almost useless because it is very difficult to find info I need, and so large that I forgot some of game mechanics I already figured out 200 pages ago.
Not to mention the fact that for years I was always very afraid to take breaks from my project because I'd always forget small things in it. Writing up the smaller details, for example, what I need to set up for a level to be playable, gave me the peace of mind. I could finally take longer breaks from my projects, preventing burnout, without having to essentially relearn the codebase everytime I took a month long break.
I used to have kanban until I lost my skill on how to use it. Strange isn’t it? My first short project and my game jam 1 month project work very well with kanban. But once I begin working on big projects, it get bloated. Sometimes I need a hiatus. And when I come back, it becomes a few miserable weeks getting back my pace. Currently I go with a spreadsheet to count on my weekly attendance. A Desktime pc apps tracker to keep track on what I’m doing with my PC. I get distracted easily so I starting to write my dev log on anything small like the bug I found, my thought on why it happen, my debug method on it, what actually happened and how I fix it. I also use chatGPT to discuss my idea, chatGPT may not have a clear idea of how to solve my problems but still, it’s a way I can communicate to myself through it. I guess the essence with using all those tool is to communicate with yourself. You may loose track on how you think, you may become someone else when look at your past. To me, the biggest challenge in game dev is to always remember how my game is going and keep finding the way to move forward.
@@suspecm6316I have similar problem as well. Whenever I write my dev log, I want to write as if I’m speaking to my future self who may not remember my work. Got to tell him how things going, our struggle, our accomplishments. And at the end, some words of courage so even in the darkest hours, my future self can stay strong.
+1 for lighting and post processing. The difference between an "asset flip" and an "artstyle using popular asset packs" is lighting and post processing. It's very easy to learn and just tinker with until it looks good enough.
Solo developers should at least consider consulting with someone on things they don't know (music, artwork, stories) or hiring professionals. When I went to the meetings of the consultants I hired for the illustrators and storytellers in my team, my vision really expanded. Most of the things we think we know, we don't know and we are doing it wrong. We don't even realize it. The art side of the game needs to go through professional eyes.
@@FictitiousCtrlGames Of course, there can be such people very rarely (like Isaac Newton), but it takes around 7-8 years for him/her to make a good game.
As someone who works full time as a clinician, solo game dev is very much a hobby for me. I'm making a pixel art platformer like Shovel Knight using Godot. The art takes a long time (using really strict retro pixel art limitations), but I'm really happy with how my game is coming along. Might take a couple more years though lol
I've had a different experience with Linux. I've released all of my games for both Windows and Linux. 6.5% of sales came from Linux users, and supporting that OS has taken about 3% of total development time, making it worth it for me. I don't support Mac and don't have any plans to because the market share is so tiny, the OS-specific particularities more time-consuming, and there would be the initial non-trivial cost of getting Mac hardware. If you already know Linux and use a cross-platform engine like Unity, releasing a native Linux/SteamOS build is probably worth the minimal time investment. If you don't already know Linux, I couldn't recommend that.
What do you mean by supporting an OS? Of course, in the context of using game engines. For me it's just that I export my build for the targeted platform - that's it. It's not that it requires physical dev kits or something, it's all PCs. Then I run the linux version on my machine, and after that I run the windows version via proton. If it doesn't break even when run through all those compatibility layers, I can almost certainly expect it to run well on windows natively. Is it different in the case of supporting linux when you're a dev using windows and consider "supporting" a linux version?
This hits hard. I've already downscaled my project several times, but I still think it's too ambitious. I've been programming for something like 24 years, but I definitely underestimated many aspects including level design and hiring people to create assets. I've recently began going the route of focusing only on producing a demo so that at least I can start having people provide feedback. While this may work out, I've been really wondering if it'd be better to create a few tiny, but complete games so that as you said I can at least actually call myself a game developer and have something to show to people.
Thanks for portion of motivation. Looking for a job rn but now i'll look what i can do solo and it's always good to have game release even if it's small and maybe shitty)
How many 3, 6, 9 month games made significant revenue? I'm going to guess the number is relatively near 0. From my experience, most solo-dev projects that earn revenue have taken 2-4 years. My recommendation has always been: Pick projects/mechanics to build and release that are only 2x the size/complexity of your largest release. If you've released nothing, you should be going after a tiny, tiny game/demo/mechanics. Build up your toolbox/experience/confidence bit by bit. Joining teams is highly recommended. It's a great way to learn and grow. However, you still have to manage your involvement/scope so use the same guidance. Don't join a team where you'll be expected to do more than 2x your largest released project. Every situation/person is different of course but using the 2x thought exercise is a good way to protect yourself from overextending your capabilities and wasting time. You always learn but we tend to move much faster by releasing because we don't carry as much dead-weight (bad designs) forward with each project.
They definitely exist, but I think you need to have some prior experience for it to be pulled of. Don't expect to go from "Basics of Godot ep 1" to million dollar release in 3 months. Check this out though www.reddit.com/r/gamedev/comments/1efyve7/why_i_absolutely_love_making_small_games_and_why/ -M
@@bitemegames Thanks for sharing. I took a look. Most of the unique (newish) projects took a while and/or had multiple people working on them. The vs-likes can be pumped out faster because they are effectively clones of something which has a relatively simple game loop with simple mechanics. I agree it's possible but only realistically possible if you are setup for it. You need preexisting experience, preexisting code, low complexity, mechanic(s) that people love and top it off with really great artwork (to boost your chances). All bets are off when someone manages to put together unique art with a simple new idea. Outside of that, it generally requires a number of stars to align and generally 2+ people.
It'd be interesting to know how many declared solo-devs would rather not be, or at least are open to collaboration? Seems to me being on a team would bring more learning & more capacities. Solo-dev projects could be done on the side of your team efforts. This is what I assume anyway lol, ive been solo everything for years now, taking my time learning & experimenting, but I am open to & look forward to team efforts some day, even if I have to do solo for the time being, which im also fine with.
These videos have convinced me to start my solo dev journey. I’ve no experience in coding or any education in the field. Just wanted to say thanks! Wish me luck 😅
Hi. I started a month ago. I went the unity route. I am not a programmer by trade. But always loved PC's and games. Finished a Java bootcamp in May. Dont loose your motivation. It can become alot at times... i started with my 1st game already, a shooter, similar to NES Macross. GL to you
I agree with the synty-ish style. I went for a more original stylized style. I like the result but I spend so much time coding shaders, reworking assets so they look good in this style, painfully make new 3D models when I can't find one that can be adapted, making VFX's because the standard ones don't fit etc.
One thing I would say is for "scope" you can make ANY game either big or small in scope. For RPGS even there are asset packs out there that get you most of the things required to get a full RPG game working. I think whats more important is when youre adding a feature really asking "is this worth adding to this game" and if not, dont add it!
I've asked myself that question on GUI elements, when designing my UI. Sometimes you just don't know; or you don't care one way or another. It's good to get feed back on ideas.
The non programming need for Unreal is so misleading, most unreal users don't even finish their game and the one that finish delay their development more than other engines
I chose UPBGE as my engine because I'm already pretty competent with Blender... so I already know how to make shaders, post process, animation, constraints, simulations, ect... the only thing I need to learn is logic (and I'm using the nodes for that).
Just saw this comment and just looked into it. Didn't know it existed! Going to do some more R&D on the engine and maybe start here. Unreal engine has been too complex for me to learn as a solo dev
I put my efforts in my teenage hopefully to build a small team too. But nobody stick with me. It's supposed to be at least 2 or 3 people whom I'm closed to, but they're far from the qualities which required to be game developers. I wasted 6 years of my uni life to build a fake team that won't walk along with me because I was delusional. At least I've become a much better person in both human quality and game development skills. Maybe the real step 1 is to don't give a fuck about other people. Making a dream team can't be force. It takes people with passion to start. You guys have that kind of passion to start.
How do you feel AI will change the game for solo devs' ability to increase scope? Its not 'there' yet... but it is getting close. 2d images for UI and LLM assistance is one thing, but 3d models and animations are getting better too!
2d images and 3d models are one thing, but hundreds of images and models in a coherent art style is still basically impossible to get from an AI and it won't be for quite a while still. Sure, we might get there someday but I doubt it's soon.
You would probably need to not have a RUclips channel. I do enjoy this channel, but as a solo dev I personally count having a dev log or game channel under the bucket of distractions. Maybe it works for some people, but it’s a lot of time and energy not spent working on the game.
Lack of networking would be my best guess. Like, people start off as solo dev's because they want to make something, but they don't already have friends, family, a team, etc who are willing / able to work with them on a project. Then there are a whole plethora of reasons why people might not want to reach out to strangers, particularly online. I think banding together definitely is a good idea though. It would at least get more, better games developed sooner.
Finding someone that matches: x) time commitments x) gamedev sense x) desire to work on a similar project as you Can be really tough when noone is getting paid
I'm a little over a year into solo game dev and I think you made some really good points that I can well relate to. I've been making my 1st commercial game for over 6 months now and I haven't gotten to familiarize with any other game developers at all. I'm tempted to join your discord server to maybe get to know each other a bit. Thanks for the great video btw!
Train, not Truck-kun? LOL Agree on most points, except that if you're a solo-dev but not a first-timer, then it's okay to expand your scope (within reason!) and do multiple platforms. One of the main benefits of the Big 2 engines is that they have build support for PC, console, and mobile. I believe GameMaker does as well, but not sure if it's tech-limited or just price-limited. As for assets, Synty offers aesthetic consistency out of the box, which is a major weak-point for a lot of indies. You don't have to be an artist to get/use some basic art education, but if you can spend a little money (sales!) to achieve a clean & consistent look, players will notice that more than the uniqueness of your grass.
Thankyou for your time .help guys.im whant to start up and iseen your training help .advice for£45.00 a month how or wear do i make my booking please reply A.S.A.P
I make my own music. but i've been tempted to use suno for my game because, it just makes such great music. my fear is .... people would hate the game because it has AI. I feel like an 'ok' song is better than a great song made by AI
I AM VERY OFFENDED SKREEEE (though tbh if the game is made in Unreal or Godot I'll be able to run it with Wine or Proton anyway, so yeah, please focus on making the game good and shippable before ever stressing over Linux native builds. )
Hmm, not in the traditional sense perhaps, I don't wake up during the night, it's the falling asleep to that's the issue, as my brain can't "turn off". I've started having the need for white/grey noise to fall asleep, I'm using some sleeping earbuds for that, Anker Soundcore A10s. It sucks, because now I've basically built up a reliance upon them which isn't the best thing. -M
@@bitemegames wow, it's exactly my situation what you described. Earplugs and white noise is must have for me. Insomnia is terrible, it can ruin your life and take away all your energy. I hope you find a solution to this, you can give a try sleeping pills short term however that's not the solution. Wish you all the best.
I would disagree to "Everybody should make a Horror game". Horror games could be hard to make because it's not easy to scare someone, also a horror game needs a story. I would suggest more, get the Unreal Engine (install the engine without the Linux and Mobile components ... it saves over 30GB disk space) and use the third person template to make a simple game similar like Tomb Raider or a simple 3d platformer (like Mario) just out of cubes and platforms that are fixed and others that move. Both game types could be completly without enemy npcs, be fun to play and as a bonus are family friendly .... parents could make games for their kids or even kids could start to make games too. :)
@@KirbySamaDesu The same question could be asked about horror games or any other games. Everything could be a little success or fail completly, it always depends on the concept, artstyle and the target audience. There is one thing that I have notice, there are not enough nice looking 3d games that are extra made for girls. Not sure if you know the game Infinity Nikki, single developers could try to make similar simple games like that. For example, a simple 3d platformer with a similar character like Nikki in which you can collect flowers and other cute things could be a little hit even if it's just mediocre because there are not make other games like that. In the case of horror games is the market probably oversaturated, I have subscribed to channels that uploads daily some of the latest indie games ... there are just too many first person horror games, the chance to go under is very high even with a very good horror game.
@@paluxyl.8682 It's hard to have a recipe for sucess, but platform games are beyound saturated, and there are some genre that are in demand like RPG, Automations, City Builders, and the easiest of the demanded is Horror game, take a look at Chris Zukowski, he is a specialist in steam market.
@@paluxyl.8682 Any game genre in solo game developer will fail miserably, horror has the highest chance of atleast make a game that people may play, thats the whole point....horror is not that hard to make and suite for solo game dev, the genre itself carry their game.. make simple platformer sounds easy but no one gonna play. The bitter truth if you doing solo game dev thats mean your quality will be limited so to leverage that horror game gonna help gaining some audience even with low quality. Theres maybe another genre but horror is the one that stand out the most for indie game dev choice to succeed.
Hi there, my tip: "Localization allows you to reach players who speak different languages, significantly expanding your potential market. This can lead to more downloads, sales, and a larger player base." ... localize your game!
fellow solo dev here, the part about having a kanban/trello system is so important. Just having a simple pending -> in progress -> finished set up really helped me to think about what's actually gonna help push the project, and not get distracted. I'd recommend having a maximum of 2-3 tasks in progress at once to minimize context switching too
Ya good advice. If I ever do another big solo game, I'll definitely use that. For my game (RoadHouse Manager) I have one giant design Word doc that is now over 700 pages, 300,000 words (I'm a writer as well ), and now the doc is so big that its almost useless because it is very difficult to find info I need, and so large that I forgot some of game mechanics I already figured out 200 pages ago.
Not to mention the fact that for years I was always very afraid to take breaks from my project because I'd always forget small things in it. Writing up the smaller details, for example, what I need to set up for a level to be playable, gave me the peace of mind. I could finally take longer breaks from my projects, preventing burnout, without having to essentially relearn the codebase everytime I took a month long break.
I used to have kanban until I lost my skill on how to use it. Strange isn’t it?
My first short project and my game jam 1 month project work very well with kanban.
But once I begin working on big projects, it get bloated. Sometimes I need a hiatus. And when I come back, it becomes a few miserable weeks getting back my pace.
Currently I go with a spreadsheet to count on my weekly attendance. A Desktime pc apps tracker to keep track on what I’m doing with my PC.
I get distracted easily so I starting to write my dev log on anything small like the bug I found, my thought on why it happen, my debug method on it, what actually happened and how I fix it.
I also use chatGPT to discuss my idea, chatGPT may not have a clear idea of how to solve my problems but still, it’s a way I can communicate to myself through it.
I guess the essence with using all those tool is to communicate with yourself. You may loose track on how you think, you may become someone else when look at your past.
To me, the biggest challenge in game dev is to always remember how my game is going and keep finding the way to move forward.
@@suspecm6316I have similar problem as well. Whenever I write my dev log, I want to write as if I’m speaking to my future self who may not remember my work.
Got to tell him how things going, our struggle, our accomplishments. And at the end, some words of courage so even in the darkest hours, my future self can stay strong.
+1 for lighting and post processing. The difference between an "asset flip" and an "artstyle using popular asset packs" is lighting and post processing. It's very easy to learn and just tinker with until it looks good enough.
Holy cow you are really pumpin' out the content, nice work ! I'm sure this channel (subscribers) will grow massively this year.
I'm so glad to see you are still hooking and jabbing after your first game didn't meet your expectations - Love the no nonsense talks
Solo developers should at least consider consulting with someone on things they don't know (music, artwork, stories) or hiring professionals. When I went to the meetings of the consultants I hired for the illustrators and storytellers in my team, my vision really expanded. Most of the things we think we know, we don't know and we are doing it wrong. We don't even realize it. The art side of the game needs to go through professional eyes.
Said dev would need to have ‘professional eyes’ money.
@@schoolstuff5235 Or you can have a friends who are professional. Money or network, that's how the world works.
What if one has all those skills to an extent?
@@FictitiousCtrlGames Of course, there can be such people very rarely (like Isaac Newton), but it takes around 7-8 years for him/her to make a good game.
@@inevgames Agreed. I've been working years to learn these skills. Not even for pay. lol.
Just lately I'm starting to streamline things.
I love your approach to game dev - people really need to start being down to earth and stop fantasizing and throwing projects...
As someone who works full time as a clinician, solo game dev is very much a hobby for me. I'm making a pixel art platformer like Shovel Knight using Godot. The art takes a long time (using really strict retro pixel art limitations), but I'm really happy with how my game is coming along. Might take a couple more years though lol
I've had a different experience with Linux. I've released all of my games for both Windows and Linux. 6.5% of sales came from Linux users, and supporting that OS has taken about 3% of total development time, making it worth it for me.
I don't support Mac and don't have any plans to because the market share is so tiny, the OS-specific particularities more time-consuming, and there would be the initial non-trivial cost of getting Mac hardware.
If you already know Linux and use a cross-platform engine like Unity, releasing a native Linux/SteamOS build is probably worth the minimal time investment. If you don't already know Linux, I couldn't recommend that.
What do you mean by supporting an OS? Of course, in the context of using game engines. For me it's just that I export my build for the targeted platform - that's it. It's not that it requires physical dev kits or something, it's all PCs. Then I run the linux version on my machine, and after that I run the windows version via proton. If it doesn't break even when run through all those compatibility layers, I can almost certainly expect it to run well on windows natively. Is it different in the case of supporting linux when you're a dev using windows and consider "supporting" a linux version?
This hits hard. I've already downscaled my project several times, but I still think it's too ambitious. I've been programming for something like 24 years, but I definitely underestimated many aspects including level design and hiring people to create assets. I've recently began going the route of focusing only on producing a demo so that at least I can start having people provide feedback. While this may work out, I've been really wondering if it'd be better to create a few tiny, but complete games so that as you said I can at least actually call myself a game developer and have something to show to people.
Thanks for portion of motivation. Looking for a job rn but now i'll look what i can do solo and it's always good to have game release even if it's small and maybe shitty)
12:14 That's a pretty smart notion: when you're 80% done, you still have 80% og the work left 💡
How many 3, 6, 9 month games made significant revenue? I'm going to guess the number is relatively near 0. From my experience, most solo-dev projects that earn revenue have taken 2-4 years. My recommendation has always been: Pick projects/mechanics to build and release that are only 2x the size/complexity of your largest release. If you've released nothing, you should be going after a tiny, tiny game/demo/mechanics. Build up your toolbox/experience/confidence bit by bit. Joining teams is highly recommended. It's a great way to learn and grow. However, you still have to manage your involvement/scope so use the same guidance. Don't join a team where you'll be expected to do more than 2x your largest released project. Every situation/person is different of course but using the 2x thought exercise is a good way to protect yourself from overextending your capabilities and wasting time. You always learn but we tend to move much faster by releasing because we don't carry as much dead-weight (bad designs) forward with each project.
They definitely exist, but I think you need to have some prior experience for it to be pulled of. Don't expect to go from "Basics of Godot ep 1" to million dollar release in 3 months.
Check this out though www.reddit.com/r/gamedev/comments/1efyve7/why_i_absolutely_love_making_small_games_and_why/
-M
@@bitemegames Thanks for sharing. I took a look. Most of the unique (newish) projects took a while and/or had multiple people working on them. The vs-likes can be pumped out faster because they are effectively clones of something which has a relatively simple game loop with simple mechanics. I agree it's possible but only realistically possible if you are setup for it. You need preexisting experience, preexisting code, low complexity, mechanic(s) that people love and top it off with really great artwork (to boost your chances). All bets are off when someone manages to put together unique art with a simple new idea. Outside of that, it generally requires a number of stars to align and generally 2+ people.
@@graydwarf22 Code Monkey build a career on making 6-9 months games.
It'd be interesting to know how many declared solo-devs would rather not be, or at least are open to collaboration? Seems to me being on a team would bring more learning & more capacities. Solo-dev projects could be done on the side of your team efforts. This is what I assume anyway lol, ive been solo everything for years now, taking my time learning & experimenting, but I am open to & look forward to team efforts some day, even if I have to do solo for the time being, which im also fine with.
These videos have convinced me to start my solo dev journey. I’ve no experience in coding or any education in the field. Just wanted to say thanks! Wish me luck 😅
Good luck!
@@Swagbastian TY!
Good luck!
-T
@@bitemegames THANK YOU SO MUCH! ☺️
Hi. I started a month ago. I went the unity route. I am not a programmer by trade. But always loved PC's and games. Finished a Java bootcamp in May. Dont loose your motivation. It can become alot at times... i started with my 1st game already, a shooter, similar to NES Macross. GL to you
I agree with the synty-ish style. I went for a more original stylized style. I like the result but I spend so much time coding shaders, reworking assets so they look good in this style, painfully make new 3D models when I can't find one that can be adapted, making VFX's because the standard ones don't fit etc.
One thing I would say is for "scope" you can make ANY game either big or small in scope. For RPGS even there are asset packs out there that get you most of the things required to get a full RPG game working.
I think whats more important is when youre adding a feature really asking "is this worth adding to this game" and if not, dont add it!
I've asked myself that question on GUI elements, when designing my UI. Sometimes you just don't know; or you don't care one way or another. It's good to get feed back on ideas.
The non programming need for Unreal is so misleading, most unreal users don't even finish their game and the one that finish delay their development more than other engines
I chose UPBGE as my engine because I'm already pretty competent with Blender... so I already know how to make shaders, post process, animation, constraints, simulations, ect... the only thing I need to learn is logic (and I'm using the nodes for that).
Just saw this comment and just looked into it. Didn't know it existed! Going to do some more R&D on the engine and maybe start here. Unreal engine has been too complex for me to learn as a solo dev
My only issue with upbge is the lack of export options.
I put my efforts in my teenage hopefully to build a small team too. But nobody stick with me. It's supposed to be at least 2 or 3 people whom I'm closed to, but they're far from the qualities which required to be game developers.
I wasted 6 years of my uni life to build a fake team that won't walk along with me because I was delusional.
At least I've become a much better person in both human quality and game development skills.
Maybe the real step 1 is to don't give a fuck about other people. Making a dream team can't be force. It takes people with passion to start. You guys have that kind of passion to start.
Make tools - Save Tool - Use tools once no longer burnt out.
How do you feel AI will change the game for solo devs' ability to increase scope? Its not 'there' yet... but it is getting close. 2d images for UI and LLM assistance is one thing, but 3d models and animations are getting better too!
2d images and 3d models are one thing, but hundreds of images and models in a coherent art style is still basically impossible to get from an AI and it won't be for quite a while still. Sure, we might get there someday but I doubt it's soon.
You would probably need to not have a RUclips channel. I do enjoy this channel, but as a solo dev I personally count having a dev log or game channel under the bucket of distractions. Maybe it works for some people, but it’s a lot of time and energy not spent working on the game.
Did you watch until the end? I literally talk about this -M
Note that I talk about this at the end.
@@bitemegames oops, my bad. I thought I watched the whole thing but I guess not.
I've been wondering for a while... Why do more solo devs not band together to be not-solo devs?
Also I'm a solo dev 😅
Lack of networking would be my best guess.
Like, people start off as solo dev's because they want to make something, but they don't already have friends, family, a team, etc who are willing / able to work with them on a project.
Then there are a whole plethora of reasons why people might not want to reach out to strangers, particularly online.
I think banding together definitely is a good idea though. It would at least get more, better games developed sooner.
Ya, that makes sense. In my case I knew some people, but they were all already doing their own thing or just had too much going on already to commit.
@@fozzybear125 Have you ever tried to get in touch with other solo dev's or small dev teams?
Yep, we've worked together for game jams before between other work. Also regularly get in touch with various teams as a general practice
Finding someone that matches:
x) time commitments
x) gamedev sense
x) desire to work on a similar project as you
Can be really tough when noone is getting paid
I hope to one day not be solo anymore. We can hardly if ever make the types of games that we love on our own.
I think more important than accountability buddy is to have some level of discipline to complete your game.
I'm a little over a year into solo game dev and I think you made some really good points that I can well relate to.
I've been making my 1st commercial game for over 6 months now and I haven't gotten to familiarize with any other game developers at all. I'm tempted to join your discord server to maybe get to know each other a bit.
Thanks for the great video btw!
Train, not Truck-kun? LOL Agree on most points, except that if you're a solo-dev but not a first-timer, then it's okay to expand your scope (within reason!) and do multiple platforms. One of the main benefits of the Big 2 engines is that they have build support for PC, console, and mobile. I believe GameMaker does as well, but not sure if it's tech-limited or just price-limited.
As for assets, Synty offers aesthetic consistency out of the box, which is a major weak-point for a lot of indies. You don't have to be an artist to get/use some basic art education, but if you can spend a little money (sales!) to achieve a clean & consistent look, players will notice that more than the uniqueness of your grass.
BiteMe isekai
Thankyou for your time .help guys.im whant to start up and iseen your training help .advice for£45.00 a month how or wear do i make my booking please reply A.S.A.P
www.patreon.com/bitemegames -M
Great Intro
Thanks
I can be the "accountability buddy" from everybody
Yoo yer cough buddy was? 🤣
I make my own music. but i've been tempted to use suno for my game because, it just makes such great music. my fear is .... people would hate the game because it has AI. I feel like an 'ok' song is better than a great song made by AI
RIP Thomas
Thomas killed Thomas.
I told Marnix he missed an opportunity to use Thomas the tank engine...
-T
Very curious about this take
Bicurious as well tho
please please please choose the RIGHT engine for the project. dont choose an engine in isolation. each engine is better at certain things
this dude is so attractive
9:20 please, more respect to your 12 Linux-user viewers
I AM VERY OFFENDED SKREEEE
(though tbh if the game is made in Unreal or Godot I'll be able to run it with Wine or Proton anyway, so yeah, please focus on making the game good and shippable before ever stressing over Linux native builds. )
Day 18 of asking for Melon-Pan tier list.
linux is future
Nice
Wen Japanese Fountain Girls Dating Sim tho ⛲️🥵 summer if getting hot dood!!!!
Do you suffer from insomnia?
Hmm, not in the traditional sense perhaps, I don't wake up during the night, it's the falling asleep to that's the issue, as my brain can't "turn off". I've started having the need for white/grey noise to fall asleep, I'm using some sleeping earbuds for that, Anker Soundcore A10s.
It sucks, because now I've basically built up a reliance upon them which isn't the best thing. -M
@@bitemegames wow, it's exactly my situation what you described. Earplugs and white noise is must have for me. Insomnia is terrible, it can ruin your life and take away all your energy. I hope you find a solution to this, you can give a try sleeping pills short term however that's not the solution. Wish you all the best.
I would disagree to "Everybody should make a Horror game". Horror games could be hard to make because it's not easy to scare someone, also a horror game needs a story.
I would suggest more, get the Unreal Engine (install the engine without the Linux and Mobile components ... it saves over 30GB disk space) and use the third person template to make a simple game similar like Tomb Raider or a simple 3d platformer (like Mario) just out of cubes and platforms that are fixed and others that move. Both game types could be completly without enemy npcs, be fun to play and as a bonus are family friendly .... parents could make games for their kids or even kids could start to make games too. :)
who is going to buy that?
@@KirbySamaDesu The same question could be asked about horror games or any other games. Everything could be a little success or fail completly, it always depends on the concept, artstyle and the target audience.
There is one thing that I have notice, there are not enough nice looking 3d games that are extra made for girls. Not sure if you know the game Infinity Nikki, single developers could try to make similar simple games like that.
For example, a simple 3d platformer with a similar character like Nikki in which you can collect flowers and other cute things could be a little hit even if it's just mediocre because there are not make other games like that.
In the case of horror games is the market probably oversaturated, I have subscribed to channels that uploads daily some of the latest indie games ... there are just too many first person horror games, the chance to go under is very high even with a very good horror game.
@@paluxyl.8682 It's hard to have a recipe for sucess, but platform games are beyound saturated, and there are some genre that are in demand like RPG, Automations, City Builders, and the easiest of the demanded is Horror game, take a look at Chris Zukowski, he is a specialist in steam market.
@@paluxyl.8682 Any game genre in solo game developer will fail miserably, horror has the highest chance of atleast make a game that people may play, thats the whole point....horror is not that hard to make and suite for solo game dev, the genre itself carry their game.. make simple platformer sounds easy but no one gonna play. The bitter truth if you doing solo game dev thats mean your quality will be limited so to leverage that horror game gonna help gaining some audience even with low quality. Theres maybe another genre but horror is the one that stand out the most for indie game dev choice to succeed.
Where is Your white shirt?
I'm... wearing it...??? -M
Are you sure? I can't see it.
Emperor Marnix's new white shirt
Hi there, my tip: "Localization allows you to reach players who speak different languages, significantly expanding your potential market. This can lead to more downloads, sales, and a larger player base." ... localize your game!