Even if you both have the exact same game idea at the start, in the end a different game will come out. I wouldn't worry about it.
woodsmoke
Creator of
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I am currently working on randomly generated levels. The background is a random color (but no bright colors). This background color determines whether craters, spots, or trees are generated.
Buildings are not always generated, and when they are, their number also varies.
You can assemble 13 different mechs, and I have given each of them a funny name that is displayed in the mechbay.
Otherwise, I've been polishing the title and win screen, and I have found and integrated additional cool CC0 music pieces.
To get onto the high score list, you need to retire (before you die in a mission). The 'Retiree Screen' (and the entire game) is inspired by Mechwarrior 2: Mercenaries, where you sit on a yacht with a cocktail, if anyone remembers that:
Before the mercenary missions, you get information about whether to expect light, medium, or heavy resistance. Accordingly, you can spend a little or a lot of money on your mech. Whether the resistance actually turns out to be as expected depends on probability calculations ^^ You might have an expensive mech deployed, and only a few enemies appear which yield little money. Or you get a cheap mech hoping it will be enough, but then surprisingly, there are many strong enemies, and you die. Or somehow, you manage to just get through and are pleased with your combat skills and the lucrative mission.
At the end of projects, there always come the less fun tasks that you tend to leave behind. But you gotta plow through that, and it's nice to slowly see the goal on the horizon.
When everything this how I want it I'll release 0.99 and then probably fix some overlooked bugs and maybe add some improvements if there are requests. Then comes v1.0.
With AI improvements visibility is only going to get worse, so probably not a bad idea to stop now with the incoming AI-slop-avalanche.
Personaly I just make games mainly for myself, so I don't have to think too much about any audience. And I release all my games for free because I don't want to deal with taxes and burocracy. Highly recommend that if you are truly passionate about gamedev. (A passionate singer still sings if no one is listening.) If a game does take off one day then maybe I could try to make a living off of gamedev with a sequel or sth.
Keep practicing creativity, it's a muscle. "Luck" also plays a big role. Sometimes you are on a streak of luck, sometimes you create 20 crappy pieces of art in a row. But usually it's somethting in between. All your failures are important because you end up not repeating them. Keep at it and here and there you get rewarded with a cool piece you are proud of.
What is your goal in game development?
Train your pixel art daily:https://1-bit.day/
Hello fellow pyro, yeah SFX are just some crackle sounds made in sfxr. You could mute it and play a youtube fireplace video in the background for better audio. Maybe one day when I am a better programmer, I can make a better version (better physics, visuals, audio). But it'll never be as good as the real thing, that smokey smell and the warmth. Well, CPU cycles do generate heat too I guess.