well you can already add custom maps to the game
it's just no custom maps were finished yet
until there is at least one I just see no point adding any workshops 🤔
mutantleg
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that would be the ideal situation
but in practice as a solo dev you usually have very small development costs
so with a publisher you essentially just paying a bunch of people
that tell you that your ideas suck and you should implement theirs
and then somehow end up shipping your game prematurely
because they also set the publishing date 🙄
I guess I'm a bit cynical about the whole thing .. 🤔
marketing seems to have the only trick publishers have left
but the thing is marketing changed as well
how would you market a game nowadays? 🤔
especially a smaller game? (anything non AAA)
there are no gaming magazines, gaming sites are not really trusted anymore,
people don't watch tv, everyone is using ad blockers etc.
apart from hoping that your game goes viral by getting endorsed by some big time youtuber influencer
or building on band recognition - I guess a publisher that has a track record of publishing
great games previously might help - apart from that I just don't see what they can do 🤔
increasing the size of the team doesn't necessarily mean you will be able to make better games or faster 🤔
if you are not an idea man and you can dev by yourself (and do the majority of the work anyway)
then it's a better idea to buy assets or pay people to make assets for you
because in the end it's the graphics that costs the most and takes the most time on a project
and you just don't get any real benefit from hiring someone full time or having office space
it's an old school practice but times changed: you no longer need a publisher now,
the internet got good enough you can work with people all over the world etc.
(so to sum it up: growing doesn't bring enough benefits to be worth it)
there is a very good reason why there isn't one (and probably won't be):
I simply suck at making arena games 😔 (which I guess is kind of ironic)
attempted to make many in the past .. but well I don't really have an explanation
I'm just not good at making them🤔
and as you found out I try to make up for it with other ways (e.g. making enemies agile etc)
1 - this is really strange - there should be particles when you hit someone
(do you see particles at all? e.g. hitting walls and such? might be a rendering bug if not 🤔)
2 - some of them do (you get batteries out of the bloops - err. 3 legged spiders, some enemies leave ammo etc)
3 - there is no ingame map sorry (it's not as easy to implement with full 3D maps 😔)
thing is the editor is a fully dev tool - it's provided as-is without support
because it's not very user friendly I'm afraid 😔
still I'm glad you liked the game 👍
so far there is only a shortcuts.txt (it's a developer tool so there is no gui and you need to use hotkeys and built in console to do things)
I managed to make a small tutorial on how to make a pool: https://imgur.com/a/xEsuI6N
and there are several scattered replies on this very itch.io forum (feel free to ask anything yourself)
I guess I really should compile all of these together into one big tutorial some day 🤔
there was some progress with the workshop support - so far I found an external tool for uploads
only one big obstacle I found is that steam likes to download the workshop stuff to it's own folder
and I need to figure out a way to grab these paths using their API etc.
(and also add support for the game to able to load maps and textures from anywhere and properly restore those in save files)
of course you can already share custom levels (the workshop is just a extra convenience)
it's just there aren't any custom maps yet 🤔
that is a really good question.. 🤔
first of all I would advise everyone to not start out with your own engine outright
especially if it's your first game
and try to find a fps creator or roblox or something premade easy to use engine first
no matter what you choose though your biggest hurdle will be to find a decent scene or level editor
and get good or find someone who is good at making maps 🤔
in a way fps games are easy to make - all you need is a camera, some scene and to be able fire bullets at stuff
the tricky part starts when you want something more complicated than that 🤔
There won't be a good strong answer for this but I can assure you that many of us have the same doubts as you (after all we are living in interesting times)
but in general:
Don't feel bad if you work hard
and Don't feel bad if you don't, rest is just as important (people who overwork are often not aware of it)
the sad truth is that many creative people only do it as a hobby and have a well paying (or not so well paying) boring regular day job on the side (those who can make a living out of their creative work are the exception)
most importantly be aware that hard work doesn't necessarily lead to success (there are many other factors out of your control)
but in case success happens: don't feel bad about it
that is odd, the aiming is supposed to be analog 🤔
for movement it only made things worse (it makes you walk slower than with keyboard)
strangely enough the defaults are based on suggestions on the steam forums
I had no idea there is an accepted standard (or at least didn't found any)
anyway i'm glad you like the game 👍 but alas the gamepad controls were just a kind of extra
I'm surprised the game works with them at all - everything was designed with keyboard and mouse in mind 🤔
if you prefer to get your games on Steam you can now get Zortch bundled with Chop Goblins:
https://store.steampowered.com/bundle/34615/Chop_and_Zortch/
you should check out the other submissions: https://itch.io/jam/zx-spectrum-basic-jam/entries
some of them are amazing
(especially considering that assembly and machine code were not allowed on the jam)