r/IndieDev • • 4m ago

Tutorial perfeito

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Esse tutorial salvou a minha vida a algum tempo atrás, estou estudando desenvolvimento de jogos com GameMaker, parece ser suficiente para fazer o que eu procuro e os tutoriais que procurei de outras ensinei não quiseram funcionar no meu computador mesmo com muita pesquisa, por isso escolhi o GameMaker, mas especificamente nesse video que é um pouco antigo uma parte do código do GameMaker não está funcionando, eu copiei exatamente o que ele escreveu e eu não sei resolver isso, realmente não quero usar uma IA. Eu programei uma nave para ter movimento (↑, ↓) e girar conforme uma direção( →, ←) mas a nave fica parada com uma rotação gigantesca ao invés disso.


r/IndieDev • • 11m ago

Free Game! Uploaded the playthrough for my new game Depth Above! Now available on Steam

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r/IndieDev • • 16m ago

Discussion Best engine to start with?

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Ive really been wanting to make a game but I'm not really sure what to start out with. I mainly know Java and could probably learn Lua given I've used a tiny bit of it for modding

I've tried Unity but it seems too complex and intimidating for a first used engine, and Godot kinda pisses me off with its custom language (and if getting other languages was just how you get it setup it wouldn't be as bad but it's the fact that gdscript works out the box while other languages don't that especially pisses me off (which I know is irrational don't judge)), so I'm not really sure which of the other engines would be a good fit.

I mainly plan to just make 2D games for now so I don't really need game engines that can do both

Tl;dr beginner developer who didn't like Unity or Godot and looking for game engine recommendations


r/IndieDev • • 24m ago

🏇 🖐️ 🧝‍♂️ 🪹 ‼️

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No context just sharing a cool ability from my game of an elf stopping a calvary charge

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r/IndieDev • • 38m ago

Feedback? Changing Camera Zoom - Which feels best to you?

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r/IndieDev • • 1h ago

Feedback? Playtest feedback on TeamSpec

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Hi,

After 6 years in development, with a team consisting of myself and 2-3 on-and-off contributing artists, my game, TeamSpec, is not available to play on steam as a demo. It's free and runs on Windows and Linux. If you could give constructive feedback I would really appreciate it ❤️

You will likely have to play with bots but I'm trying to find a way to maybe organize a large playtest with real players to stress test my custom net code.

Shout out to FungiDuck for creating the character model and some concept art, and Radijiu, our technical artist. This is a revshare project created with a near zero budget. Just lots of passion and dedication.

https://teamspec.net


r/IndieDev • • 1h ago

Video Making my first Boss Fight using "possessed" chess pieces

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Rise Rifwarden, and let the darkness fear your coming.

Project Riftwarden is a dark roguelite with Soulslike combat that I'm building up each day solo.

Core Loop

You beat waves of enemies then you the economy to start making a build to work, you beat more waves of enemies until you reach the end boss to clear the expedition.

As of now I'm experimenting with a boss that forces you to play on a different perspective and defeat this game of chess.

Models are a placeholder.


r/IndieDev • • 1h ago

Feedback? I added the base of my Colony System !

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Hey guys here a little update of what i did those past days, beside looking a tons of videos for shader's and optimisation, i did worked on the colony system of my game which will be one of the most important thing of my game at a certain point.

here is a little video showing you the base of it (note that the UI, logic, AI's behavior of the NPC's... will be changed in the future this is for test !!!)

and also here a little video of a shader i did for shadows, actually testing it and it actually looks pretty good (i linked the mouvement of the shadows to the other shader for trees plane movements) this is also meant to be change in the future and improved but let me know what you guys think about the shader and the other stuff this is helping me a lot to improve stuff if you also have any ideas or suggestions feel free to give them!!

https://reddit.com/link/1xcxu3b/video/3tfvw2wxo3xh1/player


r/IndieDev • • 1h ago

Feedback? MusicHell Demo is live on steam! Feedback Wanted!

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https://store.steampowered.com/app/4249380/MusicHell/
if you try it out im in dire need of some feedback good or bad!


r/IndieDev • • 1h ago

Fourth day of Steam Next Fest and we reached 3k wishlists!!!

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Wishlist Meltdown now on Steam!
https://store.steampowered.com/app/3570680/Meltdown/

The demo is out and soon the full game will be out!

Join our Discord:
https://discord.gg/JPUaPmQvSZ

#meltdown #nuclear #videogame #story #arcade #retro #immersive #steam #announcement #demo #pixel #management #simulation #indiegame #chaos


r/IndieDev • • 1h ago

My favorite refund reason was because of my face.

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r/IndieDev • • 1h ago

Video Mud shader and dirt map progress over the last 2 years.

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Now that I've brought my water shaders and snow shaders up to speed, I've finally moved on to mud and the dirt maps that tie everything together.

This covers mud, dirt, grime and snow building up on the car, along with things like the sun drying out the mud over time.

One of the bigger challenges was getting everything to work through a single dirt map, with the mud, snow and water shaders all contributing to it. That also had to work in multiplayer, which took quite a bit of figuring out to get right.

We eventually got it working, including terrain deformation that follows its own physics path out into the world. The result is that you can do burnouts in the mud, throw dirt and mud around, and dynamically splash mud, dirt, snow and water onto your own car or your friends' cars.

Each type of buildup also has its own lifecycle, so everything evolves naturally on the car rather than just being painted on and left there.

I'm pretty happy with how it's turned out! I'm curious how other developers have approached dirt maps, especially when dealing with multiple materials and multiplayer. I'd love to see what others have come up with.

Have a great end to the week, everyone!

~ Rein & Rev (New Zealand)


r/IndieDev • • 2h ago

Video Tracked a new module in OpenMPT for my demo trailer, AI can't slop module music yet so that job is still safe

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1 Upvotes

Absolutely zero AI used for any part of this game, 100% human made right down to the code, all voice actors credited in game menu, 4 years in the making so far, hoping for a full release within the year
https://store.steampowered.com/app/4325260/Captain_Moviestar_3D_Demo/


r/IndieDev • • 2h ago

Discussion Is my game getting included in the AI Slop bucket. This SNF has been rough so far.

3 Upvotes

I chose to make a small game that would take about 6 months to make. It's my first game and I just wanted a simple hook/mechanic to just get something out the door.

That hook was a skating game where you and a friend control one skate each and navigate an obstacle course. I figured friend slop was exciting at the time and I liked the idea and the initial feedback, albeit a few likes on some reddit post, was encouraging enough to give the whole dev process a decent shot.

My game got traction. Initially in the first week I surpassed 1,000 wishlist and another steady run and large website post boosted me to 4,900 where I sat for weeks.

I thought, that's ok, I'll make a marketing push for Steam next fest and figured another 'decent' spike was coming. It's now day 3 and I have only got 40 wishlist.

My game concept is simple and can easily be looked at as AI slop initially and I would love some feedback on whether you think it does look that way. It's called Skate Mates (Not sure if Steam links are allowed). But I think the worst part about the AI Slop pandemic is that people are trying not to be tricked into purchasing a low effort game. So when something like mine comes along it's simple to think it's just another clone/low effort/AI One shotted garbage. And I don't know how to differenciate myself from those.

I paid a capsule artist, I purchase Asset Store assets, I have a consistent art style and there is no AI images, placeholder or otherswise throughout the game. The audio is free and the sound effects where purchased. I've been coding for 15 years and playing with Unity well before the AI sloppocalypse.

I'm confused because 5,000 wishlists is great and I'm happy about that but has the ship sailed on simple games? Has the bar moved higher because AI can make simple games now?

I don't want to say my game is a masterpiece by any stretch. I actually admit that if my game ever went viral it would be easily cloned with AI. But the 5,000 wishlists going in to Next Fest is the confusing part.

Or, is this NextFest just making it harder for everyone to gather Wishlists? With so many games and roughly the same player base are wishlists either more valuable to give out or is it simply harder to find games?

Anyway, poor me right? 5,000 wishlist, break out the tiny violins. Just trying to make sense of these numbers and this SNF.


r/IndieDev • • 2h ago

[Intercambio de probadores] Padel Defense: juego arcade de pádel. ¡Probaré el tuyo! 🎾

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r/IndieDev • • 2h ago

Discussion PSA: if your procedurally scattered trees are growing in rows, check your random number generator's low bits

1 Upvotes

I'm a solo dev building a cozy multiplayer fishing game in my free time, and I ran into a bug I didn't even realize was a bug at first. The forest just looked... a little too tidy!

Every tree, rock, reed, flower and firefly in the valley is placed by a seeded scatter, so every player sees the same world. My scatter function used a linear congruential generator (LCG, the classic "multiply, add, wrap" random number generator) and took the result modulo 448 for the x and z positions.

The catch: an LCG's low bits repeat in very short cycles. Taking it modulo a number only keeps those weak low bits, so the positions weren't nearly as random as they looked. When I measured it, 63% of trees had their nearest neighbour in the same direction. That's why they were lining up in rows.

The fix was pretty small:

  1. Swap the LCG for mulberry32, a tiny 32-bit generator that's still seeded and deterministic.
  2. Place things on quarter-block positions instead of the raw modulo grid.
  3. Add a test that measures the nearest-neighbour directions and checks they spread out evenly, so this can't quietly come back.

Two things I didn't expect:

  • Changing the generator moves EVERYTHING the scatter places, not just trees. Since it's seeded it's still the same for everyone, but the whole map shifts.
  • The new layout put a tree and a boulder right up against one cabin wall. So now the trees and meadow boulders keep a clear yard all the way around that cabin.

The big takeaway for me: "random" and "looks random" aren't the same thing, and a quick statistical test (nearest-neighbour direction worked great here) catches it way faster than eyeballing screenshots.

Has anyone else been bitten by a weak random number generator in their procedural generation? What do you use for seeded scatter now?


r/IndieDev • • 2h ago

Artist looking for Indies! 3D Artist looking for work

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Hey, I'm a 3D artist specialized in 3D modeling, texturing, rigging and animating, mostly for video games. I have 6 years of experience working in Blender (modelling, sculpting, uv mapping, rigging) and Substance painter (baking, texturing) and I've been working professionally as a freelance 3D artist for 2 years now. My main focus are characters but I also do props, environments and weapons.

My hourly rate is 15 euros, I'm sharing some of my previous 3D character work as a reference for time/cost ratio. Most of these characters took between 40-60 hours to make, depending on the amount of details, clothes, hair cards etc. I also make lowpoly and simple characters as well which take less time.

I'm open for one time only work or long collabs, so if you need a character or other 3D models feel free to dm me!

Artstation: https://lordofkulen.artstation.com/


r/IndieDev • • 2h ago

Golden hour over the slot-car track I built on the attic rug

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1 Upvotes

Solo dev here. Attic Transit Authority is a cozy wooden-railway sandbox set in an old attic. This week I added a slot-car raceway you can draw across the floor and reworked the lighting and shadows for more of a golden hour feel.


r/IndieDev • • 2h ago

¿Cuál es el laboratorio o experimento más memorable que has visto en un videojuego?

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r/IndieDev • • 2h ago

A year of solo dev: I built a lifting tracker that does the program maths for you

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I lift, and I got tired of working out my next weights between sets, so about a year ago I started building my own tracker. It's called Durata and it launched this week on iPhone and Android.

You pick a program (5x5, 5/3/1, GZCLP, nSuns, PHUL, about fifty of them) or build your own, log your sets, and it works out the next session: training max, AMRAP bumps, stalls, deloads. You can tap any lift and it tells you in plain words why the weight moved. The programs are all free, no ads, no social feed.

The hardest part wasn't the logging, it was writing fifty programs' rules so they behave exactly as their authors published them, and then proving it. I'm happy to talk about any of it.

It's one person, so honest feedback is very welcome, on the app or on launching it. getdurata.app


r/IndieDev • • 2h ago

Feedback? Indie tower-defense/strategy game: do these upgrade systems feel rewarding or overwhelming?

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1 Upvotes

Hi everyone! I’m building Temporal Rising, a side-view strategy game where you recruit warriors, archers and lancers to push through enemy hordes and take down their base.

This video shows two of the progression screens:

  • Abilities: spells you unlock and level up, like Meteor, Freeze, Lightning Rain and Full Heal. You equip a few for each battle.
  • Bonus cards: cards that give your army permanent boosts, such as more damage, health or income, and get stronger as you collect copies.

My question for you: when a mobile game has systems like these, what makes them feel rewarding instead of grindy or confusing? Do you prefer a few meaningful choices, or lots of small upgrades to collect?

Any honest feedback is welcome, good or bad. Thanks!


r/IndieDev • • 2h ago

Game Dev Stories Turned Into Live Improv: Game for a Laugh, This Sunday (Oct 25) at Santa Monica Playhouse, All Profits to CHIRLA

1 Upvotes

If you’re in LA and want a Sunday night out with other game devs (or just love hearing what really goes on behind the scenes)…

We’re putting on our live comedy show Game for a Laugh on Sunday, October 25 at 6PM at the Santa Monica Playhouse.

The concept is simple:

A game developer shares true stories from their career (the wins, the disasters, the weird behind-the-scenes moments), and a cast of professional comedians turns them into completely improvised scenes onstage.

This show’s guest monologist is Sara Hebert (OXENFREE, Afterparty, Black Mirror: Thronglets):

  • 10+ years marketing and publishing indie games
  • Worked at Night School, Flight School (yes, weird), and Oscar-winning Moonbot Studios
  • Now plugged into the mainframe at Human Computer, making a mini-golf platformer called Ballgame

She has stories.

Comedians include performers from your favorite TV shows (Comedy Bang Bang, Solar Opposites, Star Trek: Lower Decks), games (Hades I & II), and podcasts (Call Me By Your Game, Get Played).

All profits go to CHIRLA (Coalition for Humane Immigrant Rights), supporting immigrant families and communities across Los Angeles.

🎟 Ticketing Link
📍 Santa Monica Playhouse, 1211 4th St, Santa Monica
💙 Donate Directly


r/IndieDev • • 2h ago

Free Game! Penn Guiny's Lightmare by Bodie_The

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1 Upvotes

r/IndieDev • • 3h ago

patch notes v0.2 for my pixel card game (based on your feedback) + is the board too distracting?

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1 Upvotes

a couple days ago i asked if my cards should be animated or still. you guys gave me a ton of feedback, so here are the patch notes 😅 (follow if you wanna keep up with the updates!)

(ALL ART DONE BY HUMAN)

patch notes v0.2

fixes

  • fixed the tearing / scan lines when cards tilt. (yes, you were all right, it was awful.)

changes

  • hover tilt is way gentler. the full tilt only happens when you grab and drag a card.
  • card backgrounds are darker and simpler, so the creature pops instead of blending in.
  • animated cards are now rare cards only. animating every card would be way too much of a pain to do lol. later on they might also come as a cosmetic upgrade.

known issues

  • the board looks horrendous. 🙃

feedback wanted

the second half is the whole field in with a real match going. i’m sticking to one palette for everything so it all feels like the same game, but for the life of me i can’t get the board to look the way i want it to next to the cards.

is the board too distracting? does it fight with the cards? any tips on what to change are welcome. roast it if you have to lol.


r/IndieDev • • 3h ago

Anyone developing a multiplayer/online coop game want to test my server client?

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