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proofofconceptbob.bsky.social
Game developer by day and night. Sharing my process, failing and learning in public. Currently crafting a card game in Monogame. #solodev Coder, photographer and bunch of other stuff. Still learning how this place works.
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Yeah, but I would say that is a symptom not the cause. Certain things started leading to this, similar thing happened with music where indie is not indie anymore and now POV music is the new indie. All I’m saying is that it ain’t so simple imo. And Marvel is not being marketed as indie movies.
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But also in how many walks of life solo or indie became sort of badge of honour. I’m just wondering if putting too much value on certain labels caused this issue. Don’t get me wrong, I agree with you but I’m trying to figure out why we are having this problem.
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Time to start new tag #artisanalGame or something. But also there are solo devs doing everything alone so are we also the bad guys here? Words are always for interpretation and meanings will change. I guess best thing is to do what you are doing and ignore labels.
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Yeah it gets complicated, words start to loose meaning. What I would consider indie and what is called indie also differs. Idk naming is hard and does/should it matter in the long run? I’m guilty of using solo dev tag, but being solo is my choice and should it really influence how game is judged?
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That’s such a cool idea! I love when indies collaborate. Even small things like the Stardew Valley card skin in Balatro put a smile on my face. What you are describing sounds like a dream scenario to me.
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Did I miss some kind of solo dev brouhaha while I was sleeping, or am I just imagining things?
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Okay okay, I will remind you in few years ;D
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Let me put it this way, my current little dream is to post “y’all I am making MTG by myself and it works” in a few weeks ;) But also in general as a gamedev I love post mortems and I’m wondering if there are things you would do differently, with hindsight being 20/20.
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I think it’s a good idea, leads to less noise. Unless cost of the card might be used after card ends up on the table like in some tcgs. Hard to say without knowing the game more.
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I will have to do something similar soon, any wise advice?
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In this case I think that camera had great artistic vision. I love how eyes pop despite being out of focus, becoming even more of a subject in a way. Also it has strong “I was enjoying summer day, woke up from a nap and this amazing creature is what I saw” vibe. I want it on my wall!
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Obviously I don’t recommend it to do this as is for teams, but for solo dev it works. And it is closer to how git was meant to be used.
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That was my worry also, but I quickly started using one commit per future and amending “current” commit as a checkpoint system of sorts. When I start working on a task I create a commit and go from there. I did lot of work on my engine and have 5-7 commits.
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I just use git and really short text file for managing my project. 3-5 tasks in the file at a time and commits that are big enough to be easily identifiable as whole “thing I did”.
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I’m a big fan of tactical fps sneaking thru corridors and out of nowhere emptying half of your magazine in the back of teammate in front of you out of nowhere…. Let’s just say it stops being funny after 10th time
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Any big rework like that isn't underwhelming, especially when the performance improvements are this significant! Improved performance and better memory efficiency are huge wins. Amazing job!
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Monogame for this one. I used raylib with C in the past.
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I love the art style! Why did you choose to post devlogs on steam instead of your own website. or some other place?
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For now it is very barebones so I can focus on implementing game logic, I can’t wait to add more fancy ascii art later like logos and custom styles for different card types.
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Yep! Not a proper text mode for the sake of convenience, but I’m limiting myself to my interpretation of code page 437
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Have you checked between the couch cushions? That's where I usually find my missing semicolons.
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If you don't use a versioning system ... this should *right now* be your most important and urgent task to version your project. It's not difficult and will save your ass if everything goes haywire.
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It turns out that there is an ecs framework for godot github.com/csprance/gecs Maybe I should give it another chance
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In general I like godot. I have two main problems. I have tendency to create complex ui and with nodes I ended up with super deep hierarchical mess. Probably user error, but I couldn’t find better way. I enjoy ecs lifestyle a lot and as far as I understand that is a no-go in godot land.
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I like concept of c, but my c is rusty AF. Also I always get lost in the makefiles. Maybe super lightweight cpp, but then I will drown in make files…
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I don’t like c++ or rust so that is off the table. I spent years looking for something that will allow me to focus on game instead of mainly on code. I really dislike godot’s workflow. Unity could be a possibility but it seems so heavy after experiencing löve.
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Starting from scratch yesterday was definitely a good idea. I already recreated what I had in a much cleaner form. Fail fast, fail often! #devlog #gamedev #solodev #indiedev
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If it was some “normal” language I would probably be fine-ish and enforce ecs… I’m using lua with love2d for my project and lua is happy to accept all kinds of shenanigans.