[Spacelane Express] what do you think of these ship modules?
it is a basic 3rd person space hauling game. no combat (can still get shot at), just "cozy" cargo hauling.
it is a basic 3rd person space hauling game. no combat (can still get shot at), just "cozy" cargo hauling.
art: GPT and then make cubes manually... (MineBench might have worked but its fine)
code: Codex CLI
so given a sci-fi space hauler game design with these features:
how would you expand upon this basic design?
the design dilemma for me right now is that I feel like the basic design already addressed the fantasy/immersion aspect of the game but it is very basic.
any ideas? thanks
just put this trailer together today. What do you think? I already have another trailer for the longer gameplay but I thought I needed one a shorter one as an overview.
it looks decent, right? no idea...
hey r/spacesimgames, it has been 6 months since I last posted here.
not sure if any of you remember my old post but I have rebuilt a space hauler game from the ground up recently:
it is still an early build but I am excited to share this build with the sub. Have a nice weekend
https://reddit.com/link/1u5e4e2/video/fnyt111i577h1/player
Playable Link: https://store.steampowered.com/app/4752220/SIGNAL_PIT/
Platform: Steam (Windows)
Description: 1v1 monster battler with bullet hell gameplay and a tiny bit of rogue-like element thrown in. Demo has 6 monsters available for unlocks.
Free to Play Status: Demo
Involvement: Solo Dev
I thought I would make a post when I got 30 wishlists but the count went from 29 back to 28, ouch.
I only have a free demo and I was told that the fest works better for games that have been out for a while.
is anyone else in a similar boat?
art: GPT image 2
code: Codex
I fixed the walk cycles (just keeping it simple with the 4-frame approach) and added some 2d lighting to help blend the characters better with the maps
I also got the rest of the systems ready: dialogue, pickup, story progression.
too bad some of the dialogues are too bland. I need to prompt the AI some more to fresh out the dialogues
it is the first day of steam bullet fest and:
do you think it is still worthwhile to join these type of steam fests as an indie dev? it feels like the front page is mostly just the old favorites of the genre being on discount
I've been taking a break from combat polishes and working on a small story mode.
Right now it's just the protagonist leaving her apartment and walking around the city, but I'm really enjoying the change of pace.
I wanted the world to feel like there's an actual life outside the arena fights.
Still very early, but I'd love to hear what people think.
graphics: GPT image 2 with some manual editing
code: codex
Hey everyone,
I've been working on SIGNAL PIT as a solo developer and recently reached 23 wishlists on Steam.
It's a fast-paced 1v1 monster arena battler where you build pressure, summon minions, and unleash powerful overclock attacks while trying to control the flow of combat.
The game has gone through several major redesigns based on player feedback, and I feel like it's finally starting to find its identity.
I'd love to hear your honest thoughts:
Steam page:
https://store.steampowered.com/app/4752220/SIGNAL_PIT/
If it looks like your kind of game, a wishlist would mean a lot.
Thanks for taking a look!
I have been thinking about revamping an old project so the given constraint is that it has to be a 3d sci-fi spaceship RPG
the issue is, I am still struggling with finding a "thesis":
I thought about maybe just making a clone of a known popular game but I think I would still need to know what "clicks" unless I just make a 1:1 clone
any suggestions?
EDIT:
the comments make a lot of sense. Now, my follow-up question is, what hasn't been tried before? Any untapped ideas I can get into? Thanks
so I have been trying to push this concept out of the prototype/demo phase and I went through another revamp based on the previous round of feedbacks.
I am currently trying to polish/improve the gameplay so I would really appreciate it if you can give the demo a try for a few minutes and see what works/doesn't work for you
tool used: Unity3d + Codex CLI + GPT/Gemini for graphics
playable web build (not mobile friendly): https://chooon.itch.io/signal-pit-bullet-hell-beasts
note: get the steam demo if you want gamepad support
to mods: I hope this is okay for making multiple posts for the same project
for my recent project, I really need a DestroyMyGame type of post except the sub doesn't allow ai games.
is there an AI friendly equivalent of that sub?
as much as I like spending time in this sub, I don't know this sub is really for getting gameplay feedbacks
any ideas? Thanks
so I made this demo recently and I was told that the idea/concept is good but the gameplay is unpolished. It would be great if I can get some gameplay feedbacks so I can improve the gameplay. thanks so much
note: the demo can be played with keyboard only (or gamepad only)
free steam link (support usb gamepads): https://store.steampowered.com/app/4752220/SIGNAL_PIT/
web link if you don't want to download anything: https://www.reddit.com/r/aigamedev/comments/1tl3a82/comment/onhzhn5/
I was told that the old version was too static and the creatures feel like animated cutouts.
I am not sure if it is my prompt or Nano Banana being better now (I saw the Nano Banana 2 banner today), but the sprite quality seem to improved a lot.
I couldn't get omni to generate videos for this game for some reasons (video policy?) so that was a bummer.
In order to get the visuals to fit the gameplay better, I decided to just make every creature a floating creature. (close enough to the "spaceship" suggestion I suppose. it is also nice not having to generate walk cycles for each of them again)
another big change is just having a mature/young version of each creature instead of scaling them up and down.
I also generated animation for the arena background. it is not a seamless loop so hopefully it is not jarring.
It would be great if anyone can provide some gameplay feedback (I only have one last time)
please help me cook lol, thanks for reading
A few weeks ago I posted a monster arena prototype here and people told me to keep going.
Life sort of got in the way for a while, but I finally found time to turn the prototype into a more playable demo.
Most of the coding is done through Codex. Overall the workflow has actually been surprisingly smooth, aside from the occasional AI-generated chaos and debugging sessions.
The graphics are a mix of GPT/Gemini. I used the video generation -> spritesheet approach w/ edit editing.
I still haven't done a huge amount of playtesting yet, so I'd really appreciate gameplay feedback. The last round of feedback from this sub genuinely helped shape the direction of the project, so I wanted to share the updated version here first.
I hope I’m actually cooking with this now.
The demo is now live on both itch.io and Steam.
Steam:
https://store.steampowered.com/app/4752220/SIGNAL_PIT/
Browser demo:
https://chooon.itch.io/signal-pit-bullet-hell-beasts
I have been trying to generate a video of this island with an animated water line as if the camera is moving toward the island, but I haven't had much success
it would be great if someone can point me in the right direction, maybe with a better prompt or something. Thanks.
to mod: I apologize if this is not the right sub for these kind of questions.
just tested out Gemini's new image gen and it is honestly quite nice.
Some frames are still bad but the overall quality is decent and the drifting is minimal.
since this isn't for a real project, I didn't bother to clean it up properly but I think this has more potentials than GPT Image 2.0