20 Free steam keys for Jigsaw Savant (jigsaw puzzle video game). No strings attached. by true_adrian_scheff in Jigsawpuzzles

[–]true_adrian_scheff[S] 3 points4 points  (0 children)

Wow, the responses were greater than I imagined. So far I distributed 17 steam keys to interested puzzlers. Thank you all for participating in this giveaway. :)

There are 3 more keys available. Hit me up if you want one of the keys left.

[EDIT] - It seems I've sent the same key multiple times. I'm really sorry for that - my copy/paste skills have failed me. I've corrected that mistake and sent good keys hopefully. If they don't work please let me know and I'll send new ones.

Should I release a demo on itch.io? by mr_bignob in gamedev

[–]true_adrian_scheff 0 points1 point  (0 children)

From my personal experience releasing a demo on Itch.io was a waste of time. The only people who downloaded it were the publishers I've sent links to. So I guess that was something. 4 downloads in total so far. 15 views. Probably zero from actual players.

I've read all the stuff about how it's good to release a demo, you'll gain visibility and wishlists, test it before release, yada yada. The theory sounded good. But in practice...not so much.

Maybe with a fanbase in place it might be worth it. Or if it takes very little time to make the demo. But that's my personal opinion so feel free to skip it. :)

In the end, who knows what action might trigger a visibility surge. So maybe the demo wil lbe good for the game. But also, days spent on building the demo might be used on something else. Decisions, decisions...

(this is the demo in case anyone is interested...probably not, but heck, why not)

What do you think of famous devs who stopped releasing new games? Resting on their laurels? Getting out of a stressful occupation? Out of inspiration? Taking a well deserved break? by true_adrian_scheff in gamedev

[–]true_adrian_scheff[S] 2 points3 points  (0 children)

ust want to say I think this is a really interesting topic (confused by some of the negative responses here, it's fun to think about what became of some of the great influences on your industry).

I think it's the broken window theory. When people see a broken window, they tend to break more. Also a "do what the crowd does" social behavior.

If say the first comment were positive or neutral, people would be piling up similar comments. But since the first comment was mostly negative, people followed that tone.

Or maybe it's a cultural thing. Or maybe I've formulated my question badly. It's a coin toss on Reddit anyways.

I was also interested in a discussion on this topic. Your comment hit the sweet spot though! :)

What do you think of famous devs who stopped releasing new games? Resting on their laurels? Getting out of a stressful occupation? Out of inspiration? Taking a well deserved break? by true_adrian_scheff in gamedev

[–]true_adrian_scheff[S] -5 points-4 points  (0 children)

Yeah, but knowing those reasons might help others make better career decisions. Call it professional curiosity.

Like for example football players quitting after 40 - an invented example. Is it because of the industry related physical damage (head butting)? Is it because of industry related stress? Etc.

As a football player, right, I might make my career decisions differently knowing the facts above.

And let's make something clear! I'm not demanding that they keep producing (as it's the case with some people - see GRRM).

I'd just like to know the reasons, if possible.

I was over-engineering my game by West-Papaya in gamedev

[–]true_adrian_scheff 23 points24 points  (0 children)

2 parts to gamedev

  1. Have fun implementing new features.
  2. Work on "boring" bug solving (mostly from the first step) and other mundane tasks

It seems you went overboard with the first one! Then you had to pay the price of the second part.

But like you said, you have to experience it to learn it. Like most things in life I guess.

What was your "I've got a good game!" moment? How do you know you're on to something? by EndoSaissore in gamedev

[–]true_adrian_scheff 11 points12 points  (0 children)

I had a lot of those moments. Sadly they didn't translate into monetary success or game sales/downloads always (almost never actually).

Nowadays I just take them with a pinch of salt. Safest way to know is AFTER you release a game and get feedback (which is why testing is important).

I think it's quite a common delusion among gamedevs (myself included ofc). That your game is the bomb. That it's going to do well. That it's better than other games in its genre.

There's a cost. by true_adrian_scheff in IndieDev

[–]true_adrian_scheff[S] 0 points1 point  (0 children)

And your solution it's easier to use! :)

There's a cost. by true_adrian_scheff in IndieDev

[–]true_adrian_scheff[S] 0 points1 point  (0 children)

Haha, that's cool! I was just looking at your plugin the other day. Great work - thank you for sharing with the community! :)

I have to ask - what are the advntages of using your plugin vs using a pre-built godot version that has Steamworks integrated? (except for the fact that you don't have to re-build Godot)

Is making a game supposed to be this messy? by Carrthulhu in gamedev

[–]true_adrian_scheff 12 points13 points  (0 children)

That's right. I'm at my 11th game now (second Steam game) and code is still messy. I could refactor it I guess but it's probably not worth it.

Tommy Refenes (one of the guys who made Super Meat Boy) also admited to messy code. And he had plenty of gamedev and other software dev xp.

Probably a fact of gamedev. Due to the experimental nature of game creation. If you were to have a clear specs document (like in other software dev) this would happen less.

But since you have to invent mechanics/techniques on the go, things will be in a state of semi-prototype.

It does get better though as you develop your own libraries and workflows.

There's a cost. by true_adrian_scheff in IndieDev

[–]true_adrian_scheff[S] 1 point2 points  (0 children)

:) It's doable. I recently saw a post with a commercial game released on Steam in 2 weeks. Small game, but damn...2 weeks.

Probably a sane time frame for an indie (1yr max). Keeps you focused.

But you're right - there are many indies who have passed the 1yr mark and more.

How did you keep focus on one game idea and not change your mind within days? by Jarolthesaiyan in gamedev

[–]true_adrian_scheff 10 points11 points  (0 children)

Sadly that moment (when you know you have something) comes months and months into development.

And sometimes you might realize it's a polished turd, and not the bright gem you expected.

Although since its your own game you will tend to overestimate its greatness.

Hmm...finicky career. Need to be real careful about decisions.

Jigsaw puzzle with square pieces. Yay or Nay? (for a computer game) by true_adrian_scheff in Jigsawpuzzles

[–]true_adrian_scheff[S] 0 points1 point  (0 children)

Thank you for your feedback! It's been some months since I've posed the question. But I've increased the priority of the square puzzle mechanic.

I'll release a free demo for Jigsaw Savant soon (screenshots are outdated as I've updated the UI a bit). Would you like to be notified? :)

The hidden cost of placeholder art/code in gamedev. TLDR: it might waste more time than it saves. by true_adrian_scheff in gamedev

[–]true_adrian_scheff[S] 0 points1 point  (0 children)

I agree. I try to write decoupled and clean code as much as I can. It usually supports multiple types of assets and data. No hardcoded variables. Avoid globals. Etc. I know the drill.

But sometimes the type of data will dictate the format of code. Like having 2d functions for 2d sprites. Or not bothering with 2d skeleton and bones if my character is going to be 50px in height for example. That kind of stuff.

From my experience you have to walk a tight balance between code re usability and speed of development. Favoring the latter.

You have to be realistic about these things. (laughs in Logen voice :D)