I had not thought about the learning cost of the experience. I have been trying to avoid the sunken cost mindset and looking to wise up before the next round of decisions
116 karma · joined July 7, 2022
I had not thought about the learning cost of the experience. I have been trying to avoid the sunken cost mindset and looking to wise up before the next round of decisions
In some sense the challenge here is the production value required on kickstarter these days. Building a community, a sense of trust so that backers will have a feeling of confidence, and making sure the milestones hit on schedule.
The rough demo I have now is not enough. I will keep the kickstarter card in my hand for now
However, if player's don't care about the gameplay, no publisher will either. So that's a very practical piece of advice in your comment. Building the audience to validate the idea should take a higher priority.
On the positive side, the studio showed enthusiasm across the team while working on the project (biased as it may be)
It is intended to be simple: - with the power of a mac mini, you can host (almost) anything - pay for the mini, it is your machine to do with as you please (we will host it for you) - if you decide you no longer need hosting, we will mail you back the machine that rightfully belongs to you
if anyone is interested in becoming a partner, shoot me a message, felipe@ind3x.games
There are a few important things to consider, like unstable IPs, home internet limits, and the occasional power issue. Cloud providers felt overpriced for what I needed, especially once storage was factored in.
In the end, I put together a small business where people can run their own Mac mini with a static IP: https://www.minimahost.com/
I’m continuing to work on it while keeping my regular software job. So far, the demand is not very high, or perhaps I am not great at marketing XD
At the same time, I quickly ran into several of the limitations involved, ip addresses fluctuation, limited up speed on residential internet, electricity problems, you name it.
I didn't want to pay the crazy prices required for a dedicated server on AWS, and my storage needs were much greater that I was willing to pay for.
So I started a local business that allows you to run your own mac mini and access it with a dedicated ip for whatever purpose you would like: https://www.minimahost.com/
I'm hoping that over time I can grow it to a point that it could replace my software day job.
Oh, and I am about 3 years into an online mobile battle game. Hoping to publish in the next year or so.
Post publish, I will probably try Unreal and see where it takes me. I think Tim Sweeney has brought some good ideas to the space, so I am more willing to hop on his bandwagon.
As far as the conversation goes, 1st party implementation by Apple would be nice and all, but 3rd party doesn't bother me in the slightest. (at least in this case)
Location: San Diego, CA
Remote: Preferred
Willing to relocate: Yes
Technologies: Javascript / Typescript, React, C# .Net, Python, MongoDb, PostgreSQL, AWS services, many more
Résumé/CV: https://felipemullen.com/resume
Email: felipedmullen@gmail.com
I am a staff level senior engineer with lots of experience in all things related to modern webapps, apis, backend services and databases.I also have a variety of skills that go beyond writing code, with UX and design, creative thinking, and systems design, and managing a team of 3 over the last 2 years. Currently building up my indie game company, https://ind3x.games during my spare time. The goal is to one day be able to make some major OSS contributions, both individually and via the company.
Some links to my online presence:
https://www.linkedin.com/in/felipemullen/
https://github.com/felipemullen/
https://felipemullen.com/I think I understand that you mean to say "Corporations", whose governing body is made up of board members and executives. In that sense, there certainly seems to be a strong correlation.
In my case, however, I started a game company this year, and my goals are not profit driven. I haven't sat down to write things out but I probably should. Loosely, my company's two main goals:
- To make fun/mindblowing/entertaining pieces of Art. This is done by working on the gaming dreams that myself and my employees have.
- To give my employees a future where they care about the company as much as I do, feel financially well compensated and satisfied in their career, and have support for their aspirations and ideas.
Looking at the latest usage share of linux desktop users[1], this is still under 2% of the market
1. https://en.wikipedia.org/wiki/Usage_share_of_operating_syste...
I think one of the problems Godot suffers from is the inability to market themselves properly. A big highlight of that is their logo. In terms of design, it does not have a "serious" or "professional" feel. Of course, there is a subjective nature to the conversation, but it has been discussed [2] in the past, and dismissed entirely as if it was not an important conversation, because of personal attachment.
I hope that when 4.3 is released, they will be able to add a little more to their write up to highlight all the important changes. Otherwise it feels like there are no important changes.
[1] - https://godotengine.github.io/godot-interactive-changelog/#4...
[2] - https://github.com/godotengine/godot-proposals/issues/79
I have a couple of suggestions for you to consider:
- don't treat this as the end of the journey for the project, try to keep it up to date over the next 6mo-1yr (as they say, maintenance is 80% of software)
- go on fiverr or similar, and pay someone a little bit to redo your screenshot graphics, they do not look very polished
- also go on fiverr and have someone make a trailer using the game recordings you have
The last two suggestions are based on the fact that games are very heavily driven by visuals. Unless there is something very unique about the gameplay to draw a player in, you will want to spend the extra time or money polishing the visuals to create more appeal.
> Being molested shouldn't stop you getting a good education, finding someone you like or earning well for yourself
You are being downvoted (I guess) because people mistake this kind of attitude for apathy, but I think it is a valid statement, and there is research to show this attitude can be very helpful
I am still continuing to work with Godot after trying to leave Unity, but I am definitely not as excited about it as before. The general summary about the project having poor leadership appears to be true.
It comes down to who gets to make the decisions: the community, or the project owners (i.e. Juan and co)? As far as I can tell, there is sufficient evidence that shows that Juan personally makes most of the decisions on what gets merged and what does not.
Good health is achieved by regular physical exercise, and clear choices of unprocessed raw foods without added sugars. Being vegan can get you there, certainly, provided you don't indulge daily in pastries and deep fried seed oils.
But the reason I bother to reply is to point out that the same goes for high protein keto based diets, and even the carnivore diet, which has a growing body of support. We should all be striving to keep healthy bodies and healthy minds. There is plenty of information out there for all of us to live long and healthy lives.
I have to disagree. The idea that allowing human interaction to proceed as it would without policing presents a threat to their business or our culture is not something I have seen strong enough argument for.
Allowing flagging / reporting by the users themselves is a better path to content control.
IMO the more we train ourselves that context doesn't matter, the more we will pretend that human beings are just incapable of humor, everything is offensive, and trying to understand others before judging their words is just impossible, so let the AI handle it.
The day is coming when Godot will get its own AAA rendering implementations, and people will migrate en masse.
- Official documentation
- Official Source code
- Repositories on Github/other VCS solutions
- Blogs / Tutorials
Also, does it emphasize GDScript vs C# or is it intended to be impartial?
I have really been wanting to train one myself but haven't had the time to look into how these specific GPTs are trained
I also started with XNA, and I quite enjoyed it. But this was back in 2012, and I felt the shift happening. I used Unity for several years, and always felt a sense of confusion when looking at someone else's implementation: should I look at the code? The scripts? How is the project structured? It can be quite a task.
In the last 6 months (shortly before the infamous Unity debacle) I started using Godot with C#. Like many, I can say that I quite like it. Related to your comment though, I tried going back to a code-first approach, and so far I have to say, it's going great. I have managed to create most of my scenes with scripts alone, and as far as I can tell, Godot is made for this. Everything that can be done in the editor can be done in code.
I would love to see a fire like this in Godot
In my case, despite being a programmer, I am a creative type. I have found that I routinely need:
- 1-2 hours per week playing an instrument or writing
- A date with my wife that is scheduled like a meeting that I cannot ignore or cancel
- A secondary (or 3rd or 4th) project outside of work, where there is a clear goal and progress is measurable (indie game dev for me)
So far I am running vaultwarden and an audiobook server using plex.
They are iterating quickly now, and it is starting to shape up a nice future
I recently found https://tldr.sh/ and found it more convenient. I ended up writing myself a vscode extension to have a quick lookup at my fingertips, since I am at least 60% of the time looking at a terminal in vscode
> Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs?
> A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data.
https://forum.unity.com/threads/unity-plan-pricing-and-packa...
"How will Unity track installs?"
> We leverage our own proprietary data model, so you can appreciate that we won't go into a lot of detail, but we believe it gives an accurate determination of the number of times the runtime is distributed for a given project.[1]