Game Developers of Kiwi Farms

Just wanna say i'm in the works of a re-imagining of the moon-man doom mod. I am considering making a brutal doom wad but that is just an after thought. My main goal is update it to today's times and make is more offensive and add new enemies like leftists, animal rights, faggots, troon's, gooners, furfags and weebs a long side the ethnic minorities. I have sprited some characters including moon man. But that's all im gonna say.
So much has happened since the last one, it'd be notable for sure, particularly if you include some KF themed stuff. Do yourself a favor and don't say what you're going to do, say what you've done.
 
I'm done with learning to code. I just cant, it's too autistic, heavy and time intensive for me. Maybe someday I will learn it properly but right now I can't.

But I am an ideas/artist guy. I have many ideas for games, some of which fleshed out and some not so much. Some are beyond the scope of indie and some are not. I'm sorta desperate for a programmer buddy who I can do stuff with cause I see this combo working with the likes of ed mcmillen and Tyler glaiel among other newgrounds type people (dan paladin and tom fulp, jeff and tom fulp). What should I do?
Hope you keep at it. I tried long ago, and got to the point I could do a very simple Castlevania clone in GML (gamemaker's C derivative), but got out of my depth quickly. Like you I'm an ideas guy; I like writing up systems, and I can draw. Been sitting on a TCG with hundreds of cards for years that I just don't have the skills or knowledge to program.
 
don't say what you're going to do, say what you've done.
So many amateur devs would benefit from following this advice. I believe "soydev" is the term for game developers who make the mistake of marketing their game while creating it; inevitably, they all flounder at some point, whether it be underestimating the learning curve of the many underlying systems their game requires and quitting out of public embarrassment, or perpetually grifting off their gullible "audience" who were hooked by the initial pitch.

Are there any examples of a successful indie artist/developer who documented/marketed during their entire production? And if so, to what extent did that actually contribute to their success? So many amatuer devs are convinced into marketing their game during development, but having followed countless projects to their abandoment, I am convinced that this influencer-style, modern approach to marketing is a death-sentence for any project; in fact, the downsides are rarely ever mentioned. Soydevs will often upload video logs, run discord servers, "network" over social media. All of this takes time and attention away from developing the game, prolonging the game's release. Also, much of the development process is not condusive to a video showcase, and I am certain that more people would be enthuzed to talk about a finished game than a half-finished one. Marketing should be relegated to after a game's completion, and it should humble the developer to see how the market truly responds to their game.

tl;dr - a real dev should shut the fuck up and lock in, not sperg out online
 
Might have said this before, but really enjoying Pico 8 so far. My main complaint is the font is a low res mess leaving little screen space, and for an engine known for it's quick turn around times it's taking me ages to get anything done. But the fact it does what you tell it, and I understand (almost) everything it's doing is refreshing. Just implemented spawning bullets.

The community made "cheat sheet", while is mostly text I don't use, is invaluable when I do use it.

I am an ideas/artist guy.
Being an artist is one thing, but don't be an "ideas guy". That road leads to the often mocked "let's make a MMO FPS RPG. It'll take a couple of weeks, I just need an artist, a sound guy, and a coder." then leaving in despair when no one helps.

I'm done with learning to code. I just cant, it's too autistic, heavy and time intensive for me. Maybe someday I will learn it properly but right now I can't.
There are a bunch of "no code" engines out there. You need to do some logic, it's unavoidable. But you should be able to figure it out.

If coding/logic is that offensive to you, I suggest making a mod such as a Doom map or a graphics mod, or if you really want to make your own thing, GBStudio. Even sticking to templates you can make simple genre games like a platformer. The logic is tedious, but simple. Like "touch this, go to that scene" type stuff.
 
Being an artist is one thing, but don't be an "ideas guy". That road leads to the often mocked "let's make a MMO FPS RPG. It'll take a couple of weeks, I just need an artist, a sound guy, and a coder." then leaving in despair when no one helps.
Ideas guy refers to designing mechanics and the aesthetics. Most of the so called "greats" in the industry are ideas guys, technical designers. Miyamoto, Mikami and Kamiya never wrote a line of code in their lives. All they did was put together characters, mechanics and design documents. Miyazaki, while started out as a coder, worked on Demons souls and beyond as a technical designer/concept artist. Kojima, definitely not a codemonkey although he might be a pretentious example. I think Nagoshi is an ideas guy as well, guy behind Yakuza. Im not completely defending the concept cause it is very exploited but its not as mock-worthy as people say it is. What youre talking about is a game consultant, someone who sees the business side of things and suggests stuff which makes money.
If coding/logic is that offensive to you, I suggest making a mod such as a Doom map or a graphics mod, or if you really want to make your own thing, GBStudio. Even sticking to templates you can make simple genre games like a platformer. The logic is tedious, but simple. Like "touch this, go to that scene" type stuff.
Its not offensive but I have a very hard time putting down a mechanic on code. I can design mechanics all day but theyll never see the light of day if I cant code for shit. And I dont want to work off templates cause that limits me to predefined genres and mechanics. "Oh look a 2d platformer" no, there can be interesting 2d platformers but the template for them is shit.
 
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Being an artist is one thing, but don't be an "ideas guy".
I second this notion. Everyone has ideas; few have the capacity to realize them. A design/director position at a game studio is assigned to developers who have experience implementing previous ideas and systems. A dedicated "ideas guy" is extremely corpo, and would have been infeasible decades ago when game companies were a tight-nit group of nerds who all contributed to a game in multiple ways.

If you can't code, you're not a game dev. You inherently lack the understanding as to how a game technically works—understanding that would inform the validity of your ideas.

Learning to program is learning a series of computing concepts that build upon each other. I recommend starting with Java, C#, or Python. Don't pay for online courses or bootcamps; codecademy.com has an abundance of free courses, and other such resources exist. Once you learn the core concepts of programming, learning other languages is simply a matter of learning the syntax. However, programming languages are not like speaking languages, it isn't merely about choosing your favorite one to write in. They are designed for specific use cases, and should be leveraged accordingly.

Unity uses C#
Godot uses GDScript (It's similar to python) or C# (don't bother with it here, just learn GDScript)
Unreal uses C++
All of these also provide visual scripting, which abstracts the coding process, but it's neccessary to understand tradition programming before using this.

Previous posts in this thread have mainly focused on these big three. Each of these engines have demonstrated caveats to their utilization, but I've yet to see many alternatives (especially in 3D graphics) be provided.
I am personally dissatisfied with UE5's forward rendering with its limit of 4-light intersections, botched emmisive materials, and lack of support for screen space techniques. I would consider using deferred rendering for this project, but Lumen, TAA, and their associated destruction of image clarity is something I cannot tolerate. Unity provides a much more flexible forward rendering solution that would solve these problems, but the Unity debacle has me questioning the long-term support of their engine. I decided to research alternative engines, taking into consideration pricing model, developer support, and available features. I'll need to tinker with each of them to make any sort of decision.

O3DE
C++/Python
Linux Foundation subsidiary
Interestingly, this engine is derived from CryEngine, temporarily liscensed by Amazon as Lumberyard, then rewritten as O3DE because Amazon is shit.
Seems to prioritize rendering, includes physically-based rendering

Stride
C#
Supported by .Net Foundation (Supported by Microsoft)
Similar to O3DE in terms of major features.

Panda3D
C++/Python
Appears to be a lightweight, community-driven project.

Armory
Full blender integration, which could be a godsend in terms of providing a seamless workflow.
 
If you can't code, you're not a game dev. You inherently lack the understanding as to how a game technically works—understanding that would inform the validity of your ideas.
Listening to the idea guy try to come up with pseudocode design for his mishmash idea despite never touching the engine in his life made me want to blow my brains out expeditiously
 
Listening to the idea guy try to come up with pseudocode design for his mishmash idea despite never touching the engine in his life made me want to blow my brains out expeditiously
I had a course back in uni for a game dev degree (I think it was called Integrated Design Studio or something equally nondescript.) Anyway, the professor there was a brown feminist who posts her libshit opinions online and clearly did not like video games that weren't depression quest-type walking sims about lesbians and minorities. (Incidentally, she did have Depression Quest on the syllabus.)

What was I saying? Oh, yeah. She would say that expecting developers to learn to code or use an engine is gatekeeping, and that something made in GB Studio, Btisy, or Twine is just as valid as something that requires coding and dev skills to use. I don't think games in those engines are necessarily bad, but imo if you're not willing to learn to code, you're never gonna be taken seriously as a developer, and rightfully so. RPG Maker is a great example- plenty of crap is made on it, but a few gems stand out. Those diamonds in the rough are almost always games where the developers used their knowledge of programming to alter and build on the foundation that RPG Maker provides. If they didn't know how to code, they'd have to compromise and condense their vision into whatever code already existed, and I can guarantee Funger, Don't Look Outside, etc, would not be nearly as beloved.

Previous posts in this thread have mainly focused on these big three. Each of these engines have demonstrated caveats to their utilization, but I've yet to see many alternatives (especially in 3D graphics) be provided.
It's just 2D, but Löve2D is also a pretty good engine for what it is. It's Lua which will probably put some people off (and also doesn't have a visual interface or anything) but it's a good basis that covers all the standard sprite and transform functions you'd expect.

So many amateur devs would benefit from following this advice. I believe "soydev" is the term for game developers who make the mistake of marketing their game while creating it; inevitably, they all flounder at some point, whether it be underestimating the learning curve of the many underlying systems their game requires and quitting out of public embarrassment, or perpetually grifting off their gullible "audience" who were hooked by the initial pitch.
To me, there is a shockingly small difference between soydevs who post their daily "hype-building" devlogs that'll totally be something cool guys just wait, and the kids on reddit posting about how they're gonna make Earthbound 5 and it'll have ten playable characters and span three planets and has time travel and crafting and four different endings and complex choices and

If you're going to make a game, make it. If you're only past Hello World and you're already desperate for validation, you're setting yourself up for failure.
 
Anyone remember that awful channel Extra Credits? The one that would supposedly be about "game design" but just cry about video games they found "problematic"?
I honestly don't remember any of their videos, only that they had an annoying gimmick where they would speed/pitch up the narration in post for no reason other than for it making the channel "stand out" somehow, even though it made the videos way less fun to listen to
 
I find their other videos a lot more disgusting, whining about terrorists and nazis in games is useless because everyone else is gonna call you a slur in response but Extra Credits also worked towards making games cost more an expected outcome of the "changing times".
They're plants.
"You didn't ask for this, you didn't choose this, yet there it is: you are a nazi."
 
its been like 10 years since that happened. i thought people wouldve moved on by then
It's one of the funniest and most insane statements that's ever been put to video. The video is worse because they blow up the sentiment to not just be "you shouldn't allow people to play as the nazis in any circumstance", he goes on to say that it's also wrong to play as the terrorrists, the end of which is of course, "you can't let the player play as the bad guys". This sentiment exists to this day and is used constantly, in a way, they were visionaries of what still exists.
Adding on in edit, I'm still really so fucking pissed off you can clearly create a direct line from their videos to trends on Triple A game development, extremely MATI.
 
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its been like 10 years since that happened. i thought people wouldve moved on by then
They haven't moved on because those videos are now required in college gamedev classes. As long as gamedev remains a community-college-tier easy major for useless people, the discourse will repeat forever into infinity.
Could do a long post sperging about the Absolute State of college gamedev education but I don't feel like it at the moment.
 
Are there any examples of a successful indie artist/developer who documented/marketed during their entire production? And if so, to what extent did that actually contribute to their success? So many amatuer devs are convinced into marketing their game during development, but having followed countless projects to their abandoment, I am convinced that this influencer-style, modern approach to marketing is a death-sentence for any project; in fact, the downsides are rarely ever mentioned. Soydevs will often upload video logs, run discord servers, "network" over social media. All of this takes time and attention away from developing the game, prolonging the game's release. Also, much of the development process is not condusive to a video showcase, and I am certain that more people would be enthuzed to talk about a finished game than a half-finished one. Marketing should be relegated to after a game's completion, and it should humble the developer to see how the market truly responds to their game.
An interesting point of contrast: I remember being pissed off at how clam-tight Toby Fox was when he was developing UNDERTALE.
He released a demo to show off the main idea and had a kickstarter with short, sparse updates and that was it.
 
Are there any examples of a successful indie artist/developer who documented/marketed during their entire production? And if so, to what extent did that actually contribute to their success?
Megabonk comes to mind. Vedinad made a massive amount of shorts that were framed as community engagement showing off new features, tech, gamedev knowledge, or under the hood tech. The fact they were shorts helped massively since you can't accidentally bloat the dev blog with rambling. The framing likely kept the momentum going since "this chuckle fuck told me this would be cool so I did it" causes actual chuckle fucks to comment and subscribe to see if their ideas get put in.


 
Megabonk comes to mind. Vedinad made a massive amount of shorts that were framed as community engagement showing off new features, tech, gamedev knowledge, or under the hood tech. The fact they were shorts helped massively since you can't accidentally bloat the dev blog with rambling. The framing likely kept the momentum going since "this chuckle fuck told me this would be cool so I did it" causes actual chuckle fucks to comment and subscribe to see if their ideas get put in.


It works very well when you're working on a relatively simple core and adding small features on top.
There's nothing sexy about reworking world generation to eak out an extra 32 chunks per second that you can put in a devlog short.
A lot of work isn't flashy at all, so if you can front-load all of that and start advertising your game when you're deep into your content pipeline, you're in the best position imo.
 
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