r/justgamedevthings

#4 post in this Reddit yesterday saying I finally am not a noob in Unity and all anyone has to say is I suck for using ANY AI

Not trying to be defensive here but really what’s the difference? A few scripts made with C++ doesn’t make 10 years of hard work “AI slop”

The game doesn’t look perfect, it’s my first game as a hobby dev

But really off-putting to try and join a community here and be met with such negativity

I promise the hobby dev who just wants to make the game me and my brother always dreamed of is not going to take your job or compete with your game sales

I’m literally just here to learn from some people and share my experiences

Thoughts?

u/broker415 — 12 hours ago
▲ 6 r/justgamedevthings+1 crossposts

POV: Me driving on my own after learning how to drive

This is from my cozy life sim Revive! Onsen Town!

P.S. Drive safe!

u/Bingbing_Games — 19 hours ago
▲ 35 r/justgamedevthings+6 crossposts

Trying to make my RTS battlefield feel like a world instead of a board

I've been spending a slightly unreasonable amount of development time lately on something that started with: "The ground needs grass."

This is Icon: Voidfall, the RTS I've been building for about three months now, and one of the things I've really wanted to improve is how much the battlefield itself reacts to what's happening on it.

So naturally, adding grass escalated.

The grass is procedurally generated across the playable NavMesh and GPU instanced rather than being placed as authored objects. It reacts to units moving through it, clears underneath structures, dies around the spreading Malignance used by the Arafel faction, responds to wind and lighting, and eventually regrows when temporary damage to the environment disappears.

Then I added Twisters.

They're neutral environmental actors that wander the NavMesh and physically affect the match. They'll tear paths through the grass, damage structures, pick up smaller units, throw larger ones around, uproot resource trees, scatter their logs, and leave temporary scars through Malignance.

Wildlife and neutral Kobolds will actually recognize one approaching and attempt to get the hell out of its way.

There's also a match mutator called Tempest that turns these things loose during normal games.

And because apparently none of this had become complicated enough yet, I added fire.

Fire spreads through the grass with an intentionally irregular front, chars the ground behind it, produces smoke, can ignite units caught in its path, temporarily sets structures and trees visually ablaze, and eventually burns itself out. The grass then slowly grows back into the scar.

The fun part for me has been trying to do all of this without turning environmental simulation into the most expensive system in an RTS that's already expected to handle hundreds of units.

A lot of what you're seeing here is shader driven, bounded, pooled, or represented through compact world-space data rather than trying to simulate every individual blade of grass or particle as an object.

There are still plenty of rough edges, and fire in particular is currently offline-only while I work out the host-authoritative world-event path it needs for multiplayer.

But this is getting much closer to what I want the world of Voidfall to feel like.

The battlefield isn't just scenery underneath the RTS anymore. It's slowly becoming another participant in the match.

Anyway, here's roughly four minutes of me abusing the environment in the name of game development.

Happy to get into the technical weeds on any of it if anyone is interested.

u/_Req — 1 day ago
▲ 0 r/justgamedevthings+5 crossposts

I wasn't expecting game development communities to be this honest.

When I started sharing my thoughts and asking questions here, I expected different opinions.

What I didn't expect was how direct people can be.

Some comments have been incredibly helpful. They pointed out mistakes I hadn't noticed and made me think differently.

Others were much harder to read. A few people immediately assumed I was using AI, some dismissed my ideas without much explanation, and a few replies honestly made me question whether I should keep posting at all.

I'm still at the beginning of my journey, and I'm trying to build an indie game studio from the ground up. Like everyone else, I'm learning as I go.

I'm not writing this because I want people to stop criticizing me.

In fact, I think criticism is one of the fastest ways to improve.

What I'm still learning is how experienced developers deal with criticism that isn't really constructive.

How do you know when someone is genuinely trying to help, and when it's better to simply move on?

Did you ever have a period where every piece of feedback felt personal?

Or does that become easier with time?

I'm genuinely interested because I want to improve—not just as a developer, but also as someone who wants to be part of this community.

reddit.com
u/RivakGamesStudio — 5 days ago
▲ 0 r/justgamedevthings+1 crossposts

Why do great games take so many years to make?

Many studios spend months—or even years—iterating on gameplay, rewriting stories, redesigning characters, removing mechanics, and cutting content that simply doesn't improve the final experience.

It made me realize that game development is often more about making good decisions than just building new features.

So I'm curious:

If you were leading a game project, would you rather release it earlier or delay it until you're truly happy with the result?

I'd love to hear different perspectives from both players and developers.

reddit.com
u/RivakGamesStudio — 6 days ago
▲ 9 r/justgamedevthings+2 crossposts

Productivity 0. Physics 100.

We sat down to fix bugs for our co-op game and ended up doing this for hours instead. 🤷‍♂️ Any indie dev's who can relate? 🤣

youtube.com
u/MonkeysMirror — 6 days ago
▲ 116 r/justgamedevthings+5 crossposts

What do you think of the art style?

What's up, Reddit?

I'm a solo dev with a deadline breathing down my neck.

The thing is - I've been staring at this project for so long that I've completely lost all sense of objective reality. My buddy told me: "Dude, just throw it on Reddit and let the wolves eat it. You'll get the truth."

So here I am. I'm also planning to run a semi-regular devlog here if people are interested, but first I need your guts on the table.

What do you think of the art style?

Appreciate you all! 🙌

u/oilstudio — 9 days ago
▲ 9 r/justgamedevthings+1 crossposts

POV: your game character gets mistaken for a magical girl

The front character is from my game Witch & Dragon: Hope of Elements

u/SnooCats4275 — 10 days ago

Unethical Life Pro-Tip: Want your mobile game to have millions of downloads? Easy. Just submit your build for review millions of times.

u/BladesBurden — 13 days ago