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Discussion in 'General Discussion' started by xplicitgreek69, Mar 31, 2020.

  1. xplicitgreek69

    xplicitgreek69

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    34
    asdfsdfg​
     
    Last edited: Feb 5, 2023
  2. BIGTIMEMASTER

    BIGTIMEMASTER

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    Making everything yourself isn't really feasible unless the game is tiny. Which is totally fine, and probably the wisest thing for indie dev - to make a tiny game. But if the game isn't tiny and you are trying to make everything yourself, I doubt you'll finish in reasonable time.

    Personally, I like shopping for assets. It's really nice to purchase something cool and drop it in your project immediately. Instant gratification. And when you go in and inspect the models, usually you can pick up some new idea from seeing how other people have built things.

    Anyway, "is this allowed?" You need to look at the license for what you are using. It's your responsibility.
     
  3. BIGTIMEMASTER

    BIGTIMEMASTER

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    You're right, tiny is relative. What I mean by tiny is something that I'd expect to be able to make all the art for in a couple weeks.

    You have to consider your own skill, speed, ability to manage and organize, and so on.Of course you have to make a few projects to learn where you are at with all of that. Also what you like to focus on, where your strengths and weaknesses are, and so on.

    And know your goal. Sometimes I spend extra time making things myself because I want to learn or practice a new technique. Other times the goal is to just get work done.
     
    angrypenguin likes this.
  4. angrypenguin

    angrypenguin

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    The majority of non-trivial games are made by teams, not individuals. In that context there's no need to be great at everything. Pick an area and get good at that, and let others get good at other things and fill the gaps.

    I've been a programmer for going on two decades now. In all that time I haven't learned 3D modelling. Despite that I've worked on a bunch of great looking 3D projects. That worked because I focussed on becoming a good programmer, which got me onto teams with good artists, and then we all got to spend our time doing the stuff we were good at.
     
    xplicitgreek69 likes this.
  5. neginfinity

    neginfinity

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    Jan 27, 2013
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    By whom? Like, seriously? Is there an indie inquisition I've been unaware of?​

    It is normal to employ other people, use stock images or use object packs and the like developed by others. Just honor license agreements.
     
    dogzerx2 and xplicitgreek69 like this.
  6. angrypenguin

    angrypenguin

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    Well, the first time I remember was a collaborative student project where a bunch of students from different institutions and disciplines got put in a room together and told to form teams and make stuff.

    That may have been a formative moment, because with one exception (where I was deliberately experimenting with what I could/couldn't do on my own) I haven't even considered starting a project on my own again. Since then I've always had a network to operate within.

    So my advice would be to start growing that network now. This pandemic that's thrashing around probably means physical meetups are out, but see if there's a Facebook group, Discord channel, or whatever else is popular these days for a local game developer group and start getting involved. To begin with don't worry about anything other than learning and enjoying yourself, but at some point start thinking about finishing projects. When you start thinking about that, also get disciplined - start small things, and don't start a new one until the last one is finished or dead.

    When you have a reputation for getting stuff done you won't have trouble finding people to work with. :)
     
    xplicitgreek69 likes this.
  7. Ryiah

    Ryiah

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    It's completely normal to use third party assets. Just about everyone in this industry is doing it from individual developer companies up to multi-billion dollar studios. We even have developers creating assets for the store that have worked on high budget games.

    https://assetstore.unity.com/g/inhuman-kind - Former lead gameplay designer for Witcher series
    https://assetstore.unity.com/publishers/5491 - Witcher 3 animator, Unreal Tournament III, Gears of War
     
    Last edited: Mar 31, 2020
    xplicitgreek69 likes this.
  8. dogzerx2

    dogzerx2

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    it's NOT allowed muhhuhHAHA

    :-\
     
    xplicitgreek69 likes this.
  9. kdgalla

    kdgalla

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    xplicitgreek69 and Ryiah like this.
  10. BIGTIMEMASTER

    BIGTIMEMASTER

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    upload_2020-3-31_11-9-57.png

    Ahem, 434...

     
  11. Antypodish

    Antypodish

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    Apr 29, 2014
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    Funny saying that, anyone who remember Blizzard's Starcraft and Terran academy sound effect



    I recall this specific sound, or very very similar in few films. Typically when actor plays burning character and screams. But I think I have also seen some film, with falling character from very high, and this sound effect as scream.
     
    xplicitgreek69 likes this.
  12. ShilohGames

    ShilohGames

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    Mar 24, 2014
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