r/GameDevelopment

Long Story Short, a daily word game where you rephrase a 12-word sentence in exactly 5 of its words
▲ 732 r/GameDevelopment+45 crossposts

Long Story Short, a daily word game where you rephrase a 12-word sentence in exactly 5 of its words

Hi, I made this one. I've played Wordle-likes for years and always wanted to build my own, but I never had an idea that felt like mine.

The push came from a strange place. Half of what I read these days is written by AI, and it's never short. Every email, every doc, twelve words where five would do. At some point I said the phrase out loud, long story short, and realised it was a game.

So: you get a twelve-word sentence. You rephrase it in exactly five of its own words. Real English, same meaning, your job is to work out which words carry the sentence and which are just dressed up to look important. Scoring is Wordle style, blue for right word in the right spot, orange for in the answer but elsewhere, grey for out. Five tries, one sentence a day.

My wife and my brother were the playtesters. An early version let "the" beat proper words in the answer, which felt awful to lose to, so the answers now always favour the concrete word. That one change ate a whole weekend.

sheets.works
u/Mastbubbles — 2 hours ago

Is there a company that can do this?

This is kind of a stupid question to ask but I have an amazing idea for a game but obviously it's way to large to create alone or with a small team. But it's my dream to bring it to life, I'm very flexible with how it will work but I want to have big enough say in the growth. Is there a way in the future where I can introduce the idea to companies to create with a large enough team or should I give up on this dream altogether?

If you want to now more information that can change your answer I can just answer in the comments.

reddit.com
u/Kit_the_Frog1 — 5 hours ago
▲ 2 r/GameDevelopment+2 crossposts

Starting an Indie game company

Hello people of reddit

We are an Indie game development company looking for ideas , suggestions and opinions from all of you

(Note:credits will be given to you if we make a game on your concept or idea)

From aplayers perspective what are the concepts , mechanics that you want to be included in the game which is new or you haven't seen before , it could also be a feature.

You can also tell about the things or features you don't like in a game.

The story ideas you have or something you would like to see in a game

Any feedback would be appreciated

Thank you so much for your time

reddit.com
u/flakes_2704 — 7 hours ago

Whats it like being a game developer?

I am looking to head to collage next year as a 24yr collage student for game design and development. I am quite nervous about how hard or easy everything will be and what its actually like to be a game development. I would like some insight into how hard it is to learn and whats its like to be a game developer to a day to day basis?

reddit.com
u/Top-Meringue7667 — 16 hours ago
▲ 0 r/GameDevelopment+1 crossposts

AI for estimatng task complexity.

If you give a task to AI, and AI generates hundreds of files, and in the end says that this is just a mockup, and not a full implementation of the task, then the task is truly complex.

Has this ever happened to you?

reddit.com
u/GraphXGames — 20 hours ago

needing help finding a start

So I am an amateur game dev (mainly worked in Scratch and TurboWarp). I used to mess around with Unreal Engine 4; I have modded games. I have an idea for a game where it's like active ragdolls, like Gang Beasts, but it's like GTA. It's a long story; just think active ragdoll game with AI. I am using Unreal Engine 4. Any tutorials or things I need to know? (sorry if my writing sounds like ai, grammerly is annoying i wrote all of this just grammerly rephrased it)

reddit.com
u/DovahkinnPlays — 11 hours ago

Are there any game engines that can make my dream game?

I want to be a game developer. And my type of game will be:

A action RPG

A hub area where you enter in separate RPG levels

Cutscenes (dialogue box and animated)

Mini and final bosses

Super moves

And social link like sections

I know the game sounds kinda ambitious, but I really wanna make my dream game happen

reddit.com
u/Starmaster2010 — 17 hours ago

Do you think demo versions are necessary for games?

I've prepared a demo on itch. Do you still think game demos are a good idea? Do people discover the game's appeal through demos, or decide to buy it afterwards?

reddit.com
u/CoMuCreator_Official — 22 hours ago

New Dev Learning Priorities

New Dev Learning Priorities

Hello experienced devs,

If a brand new Dev(me) came to you and asked

'How do I prioritise learning these skills:

- Coding

- Game design

- Prototyping

- Art

- Music composition and usage'

What would your advice be?

Lots of assumptions here. Let's assume they want to kind of do everything eventually. And that their ultimate goal would be to build a 'good' game. Whatever that means 😅.

reddit.com
u/Monkeymindlabs — 12 hours ago

uploading playtest demo to itch or steam

I have a very early concept demo of a solo third person shooter (will later be co-op). I need to get some general public gameplay testing and feedback. My plan is to upload it to itch.io or steam just for a brief period of time to get a good feedback loop to make improvements. Although I have heard of some games being stolen/pirated horror stories, I'm not too concerned about that (yet). Long term I have seen that steam appears to have better protection but not a whole lot? What are the positives and negatives of uploading to itch.io and/or steam?

reddit.com
u/blainestarr23 — 15 hours ago

We're launching on the same day as GTA6, keen to hear everyone's thoughts on this

We're a small indie team working on a cozy strategy game called Flame, Forest & Flood - we have a bold idea to go up against the biggest game launch of this year.

On the one hand, GTA 6 may monopolise games coverage during this month (and has the budget to do so!) on the other hand, we're targeting players who have GTA 6 fatigue and want to try something different!

Keen to hear thoughts on this strategy

reddit.com
u/FlameForestFlood — 1 day ago

Bucket List

So before I die I would love to make my own full video game. I have an idea and story starting to build. But I just wanna ask.. how do you solo devs do all this on your own?

I feel so overwhelmed but having fun at the same time. I keep telling myself this is not something that is going to to take 1 month or even 1 year but several years to make something I'm really proud of.

I've been trying to learn GoDot while at the same time trying to write a story script, making sure no copyright laws are being violated.

Speaking of that, can't be more thankful for sites that provide game assets cause I SUUUUUCK at making my own art which does sadden me a bit because I feel I'll always have to compromise my vision to what I can be provided with.

Any advice or any videos that you can think of, for a top down pixel game dev wannabe like me please drop a comment and thanks for reading! 😊

reddit.com
u/rtm0823 — 22 hours ago

Shall I upload my game to playstore or steam ?

Hey Guys I have been making a game for few weeks now , But I am confused as to where should i upload my game , Playstore or Steam ? The game is a 2d Cat platformer with destruction elements and save little kittens , I am from Nepal and i cant add inapp purchases in Playstore cuz they wont allow and have to find 14 testers.

reddit.com
u/Artistic-Brick-6596 — 20 hours ago

What order should I program my game?

What order should you develop your game?

Hi, me and my friends want to make a game. The group is maflde by 2 programmers, 1 musician, 1 "designer" (basically he writes the story so he also creates the characters and he does a bit of art) and me who is a sort of "master of all trades". The problem we found now is what should we do first. We decided the style, we decided that the game is divided in days and what happens during those days. We have a vague idea on the map. But we are in a situation of "can't draw sprites until we have a more clear idea on the character" "can't draw the tile map until we have a better idea on which are the most important places" "can't program anything because I don't have the tilemap and the sprites" "can't compose music if I don't have a clear idea on the plot". The point is the general idea "day 1: protagonist does this, day 2: protagonist does that" exists and having to finish the entire plot before doing anything feels like a waste of time. How do you balance the main 3 (story/music/art) in your game? I know every game is different but reading a bit of feedback and ideas would be really helpful to know how to apply it.

reddit.com

Anyone on the autism spectrum finding their way back into Gamedev after a couple decades?

I understand this might get deleted.

But I lost my educational scaffolding when Jedi Knight Dark Forces II died.

I remember having similar discussions then that we are having now. Orthographic editors vs WYSIWYG (what you see is what you get)

“No no , I know exactly what the engine is wanting, your editor makes it bloated with too many extra polygons and bad adjoins and engine crashes on load”

(JED vs JKEDIT argument)

I used to make maps and mod games because I was lacking an experience and wanted to give it to others.

Making places “Feel like places”

“Simulating systems”

and happened to find a community of people that shared the same tools, same engine, and immerse ourselves in each others projects.

Once that DIED. I found “Well the pressure to create isnt there anymore, SWG is coming out, Half-Life 2, we have quake III… starcraft II, AVP classic, AVP 2 .

Cry engine comes along …

So much saturation of content you ask yourself “What do I latch onto ?? What is NEXT”

But there isnt any because “If your desire is to create an experience you lack” and now there are so many games doing it FOR YOU.

You stop feeling pressured to create, you feel pressured to “Explore these new systems as a player”

I do not need to create a world anymore, SWG already does it. I can finally live here with other players.

Its been a LONG LONG TIME.

And I find it ironic that now the world has shrunk again into the same arguments I remember having from 2002.

“Unreal is bloated” thats ..what they would have said about JK edit va JED.

But to me diving into Unreal I saw it for myself. You are encouraged to construct maps and environments from Meshes now.

Before , Blocking out and cleaving perfectly flat surfaces with minimal vertices was …what we ALL did.

Now you watch any tutorial and they say “Oh yeah these …geometry brushes are here, but no one uses them”

You are encouraged to construct SCENES from objects of high poly count. Because it is the easiest work flow, and it seems to be how it is designed.

Anyway….

The arguments between Godot Unity and Unreal are amazing to me because I remember stopping everything all together when we had dozens of paradoxical choices and no idea what to latch onto …

If we had anything like these now when I was a kid, I have no idea what life could have been like.

reddit.com
▲ 23 r/GameDevelopment+1 crossposts

I am offering my (very professional) music for free to use in your game (space / sci-fi themed)

Hi, my name is Tim and under my alias 'Epigenetics' I make electronic instrumental music.

I have been making music since I was 8 years old. I'm pretty confident that I have good stuff here that I would just love to fall in the 'right' hands (ears).

A lot of the tracks I make feel 'cinematic' and have a sound that fits very well to movies but probably even more so to games.

Also good to know, I have never and will never use A.I. at any stage of the music production process. This is as important to you as it is to me, because many people have an aversion against A.I. slob (and rightly so).

I'm getting more traction over the past few months but those numbers are still fairly low, so this would almost feel like an 'exclusive' offer :)
I also have a bunch of tracks which are currently only on Soundcloud (with a lower listener count) that will be released to Spotify and other platforms only later. If 'exclusivity' or the fact that it is 'unreleased' is really important to you.

Here are some examples:

Epigenetics - Space Is Freaking Big And Empty
(this would make for a great main menu theme IMO)
https://soundcloud.com/epigenetics/space-is-freaking-big-and-empty

Epigenetics - Blueshift
(epic space melodies giving a sense of scale and awe)
https://soundcloud.com/epigenetics/blueshift

Epigenetics - Forever In All Directions
(dark, cinematic but 'moving' space vibes)
https://soundcloud.com/epigenetics/forever-in-all-directions

Epigenetics - Only A Million Light-Years To Go
(laid back, background track for travelling through space or doing 'work' in games such as building, organizing, etc)
https://soundcloud.com/epigenetics/only-a-million-light-years-to

Epigenetics - Inside All Of Us:
(Relaxing beat, cool electronica vibes, into / outro kind of track)
https://soundcloud.com/epigenetics/inside-all-of-us

There is a lot more. All of my tracks are on my Soundcloud:
https://soundcloud.com/epigenetics

I want to help promoting your game as well by sharing the development and of course the end result on my socials and streaming platforms.
We can also discuss 'custom' versions (loops, longer versions, shorter versions, removing elements such as drums, etc). I will not ask for much.

Just someone take this music of my hands and do something great with it.

If you want to use my music in your game or project, please send me a DM or contact me at epigeneticsmusic@gmail.com
The only thing I will ask back in return is that you credit me properly (artist name - song name) clearly and visually apparent. I will then also send you the uncompressed .wav files.

Cheers,
Tim

** Edit: Bonus links in case you can't access Soundcloud: (but you will not be able to listen a lot of the newer stuff that I linked to above. Yet.)

Epigenetics on Spotify:
https://open.spotify.com/artist/6LcCsJ83VNRfs6mtlnPWbK

Epigenetics on YouTube:
Epigenetics - YouTube

u/epigenetics_music — 2 days ago

How to add camera-view-dependent dark shading near terrain height boundaries?

I am working on a terrain renderer. I generate mesh vertices from a height map. When viewing mountains from the camera, the boundary where the mountain meets the lower ground appears as a very sharp transition. I want to add darkness to the lower ground near this visible height boundary, based on the camera view/screen space, to make the transition look more natural.

This is not about blending different biome/material textures. I am trying to handle the screen-space edge created by the terrain height difference. What is the common way to do this?

Thanks

reddit.com
u/big-jun — 2 days ago

I haven’t developed any games but I have a plan but I’m not sure if it’s a good idea

I’m writing a book and once I publish it I plan on making a tie in game that takes place after it and it’ll be kind of a bridge between the first and second but I have a fear that it’ll be confusing for people any opinions?

reddit.com
u/SafeStatistician8760 — 2 days ago

Heya Indie Devs! How much is the risk of releasing on a similar date with GTA VI?

I've been wondering since GTA VI is going to be released, and this kind of thing would be an interesting and rare case study.

Like is there any track record of how much risk an Indie game would get if they released a game with a date similar to GTA VI.

If it's in the same genre or budget I get it. But like what if it's in a different genre or niche, and a different target market?? And also maybe for example is in the incremental or Idle genre?

reddit.com
u/erringogames — 2 days ago
▲ 15 r/GameDevelopment+5 crossposts

I’m making a game where your base layout is part of the combat

I’m working on Encave, a PC game that mixes first-person combat, tower defense, and underground base-building.

The basic loop is:

Explore the floor
Build and expand your base.
Create corridors, rooms, chokepoints, elevators, and defensive positions.
Then fight alongside your defenses when enemies push into the structure you designed.

The part I’m most interested in is making the base matter during combat, not just before it. I don’t want the building phase to feel like placing decorations or watching numbers go up. Ideally, every corridor shape, turret position, elevator shaft, and fallback point should change how the next attack plays out.

I’m especially looking for feedback on the pitch:

Does FPS + tower defense + underground base-building immediately make sense to you?
What would you expect to see first: building clips, enemy wave clips, exploration, or before/after base-defense examples?
And for this kind of game, would you rather have more freedom to build messy creative bases, or tighter constraints that force stronger tactical decisions?

Steam link, where allowed: https://store.steampowered.com/app/3246990/Encave/

u/Imagination-Port — 2 days ago