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Cody.Rauh last won the day on July 22

Cody.Rauh had the most liked content!

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About Cody.Rauh

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  1. Cody.Rauh

    The Excuses You Make, Will Kill Your Game!

    Welcome to the community, it is a really good one. I think it is great you are working on passing on knowledge to the next generation
  2. I had an extremely frustrating conversation with a developer over the past few days about his game. He wanted me to come on board as an artist and trust that his game was going to you know "be a success!". Over 13 years of experience in the virtual world and indie game industry has given me a critical eye for problems that can and likely will sink a game. 1. Early Access as an Excuse for Major Problems: The first glaring problem I see when pointing out flaws to a developer is broken things in their game, and their reply is... "Well, it's Early Access!" If you haven't caught on to the damage early access has done to the industry for indies then I don't know how to help you. Early Access was originally intended to give developers a chance to get feedback on issues they couldn't/didn't find in testing. Instead, it was abused many times as a way for lazy developers to cash grab from customers then stop working on their title. This should not be your excuse for trying to sell your game with a terrible UI, Unity Store Assets, and dismal FPS. 2. Thinking You Only Compete With Other Games of Your Type: I hate to be the bearer of bad news, but most games fail cause they believe they only have to make a better "World of Warcraft", "Minecraft", "Call of Duty"... whatever. First of all these ideologies should be a big red flag for the failed appreciation of the work that goes into these titles. Even if your sights are realistic, however, and you are competing against other solo dev'ed indies, then the heartbreak is still around the corner if you think they are your only competition. Yes, a niche can give you a competitive advantage in the market if you strongly brand, but it DOES NOT exclude you from competing for money against the release cycles of AAA developers, or new titles released by other developers in different genres at the same time. I was told recently that people that buy AAA games don't even buy indies... I hope you can see the flaw here. I myself buy both, but I don't buy indies or AAA titles if they crap titles, I buy games which I feel are polished, mechanics are solid, and most of all gameplay is fun, the developer size or name doesn't matter to me. ( Just look at Bethesda, EA, etc. these days. I would trust a solo dev before a title from these companies at the moment. ) You are competing for customer attention & money, against everyone and everything else! 3. You Came To Make Mad Money: This deserves a hard facepalm if you are looking at the statistics in the industry at the moment where it is winner takes all, and you think your first title is likely to pay the bills even after putting in a couple of years of hard work, you fail to understand just how much of a bloodbath the game industry is for making money. The prospects of making money are extremely grim! It has been stated over and over again that most developers often lose money rather than make money. You need a purpose/reason/goal/reward other than money if you want to endure and keep making games after your first title, and probably to even finish the one you are working on. Which brings me to my next point, know exactly why you want to make games, and why someone should care! Take that passion and craft it into a unique story that is compelling. No, this doesn't mean it is time to make endless text-heavy quests. This means help me the audience understand how your game adds value, and why I should choose to spend my time and money playing your game vs. surfing on facebook or Instagram all day for free. Your game will not appeal to everyone, and that is okay, but you need to know who the audience is that you are making the game for and what they want. 4. I Can't Work Part-Time and Make My Game: Really? So you are telling me you need to start making money in 10 days or else it's over? ( Then you are screwed ). I recently suggested to a developer they take on a part-time job so they could give the game more of the time it needs to be ready for launch. They told me that they had to start making 30k a year starting next month, and they couldn't work a job and dev their game. If you can't take on at least a part-time job while developing your game then you won't be able to handle when the real work begins post-launch. Yes developing a game is gruesomely difficult, but the post-launch is either a flop and no one cares, or what is worse your game is selling faster than crack laced ice cream on a hot summer day, and you aren't prepared for your new addicted customers. The things we love we find ways to make work, even if that means a part-time job, long late-night hours, or whatever other sacrifices. I hope this blog helps someone in the future, cause I don't have the energy to argue it out with someone in discord again, lol. Respectfully, Cody
  3. Cody.Rauh

    Wild Origin

  4. Cody.Rauh

    An Artist Trying to Program

    Honestly, I couldn't even give you the definition of the first three things you listed without having to go google it, and I was always terrible at math. That said, I am a big believer in doing what you can with what you have at the moment, and building your capability each day by learning all the above you mentioned, and more importantly learning to love the process by seeing the value in each component required to do the activity as a whole. Its a process, or is it a method, maybe a function? ( joking ) I agree with you on so many points! I spent the last 13+ years getting better at art, and depending on who you ask on what day someone would say 13 years? This guy sucks. Which while not the most actionable feedback has a truth to it that we all have room to improve every day. I imagine even programming every day as I have been if done for 13 years would likely yield a similar result. Art like coding has its own snobbery, I think this is true of anything, and it is made worse by 95% of people in the world looking at someone and saying I can do that! While they have the potential they often don't realize all the work that goes into it. The only problem I ever have is being grouped in that category, something honestly I have had to get over, cause 99.99% of people don't know you, and it isn't personal it is just what people are used to dealing with. I do wish people would ask vs. assume, but you can want in one hand and ______ in the other and see which fills up faster. Another thing is most are in it to get rich, and many of us with experience know it would be easier to buy a lottery ticket and win than make a "successful game", plus you wouldn't have to invest 5, 10, or even 20 years of your life. I myself am aiming for social impact and culture change instead of money, and that may be an even harder fought goal. Never claimed to be sane, lol.
  5. Initially, it wasn't pretty, and I have been told about 300 times to go watch tutorials when asking for help in discord... while trying to do something I was following in a tutorial. Trying to program starting out is like trying to walk down a hallway where you can't see the doors or windows on either side of you. Everyone else around you is screaming dude just turn the knob, you sit all puzzled, "What knob?" All that aside I feel things are going much smoother now about three months into this. I still struggle from time to time with super simple stuff like GetComponent while on the other hand being able to write a functioning weather system based on coroutines (timers). Actually being from an art background is one of the reasons I wanted to start this blog. I don't feel like an artist going into programming is a story I hear as much as maybe a programmer spiffing up his art skill or just plain out hiring a starving desperate artist to do the work for him. I wanted to share with you a few of my achievements in the past week. Progress often feels like you are surrounded by obstacles eager to kill you while you struggle to get moving. And just when you feel like you are finally moving you seem to hit a red light every 3 seconds. At the end of the day though you know you have to just get back up tomorrow and keep on swimming. Obviously, that is the only way you will ever open doors to opportunity!
  6. @VoxycDev Honestly I would skip and wouldn't even bother with the prefab assets based on the fidelity of your game, these are easy low poly assets that should be on the quicker side to complete. I would be interested in helping you with the assets if you like, here is my portfolio: https://www.artstation.com/cody-rauh Please email me at cody.rauh@gmail.com or even better contact me on discord Cody Rauh #1242 if that is something you need help with, I can rig, animate, model, etc.
  7. Cody.Rauh

    No market for 'good games'?

    Hilarious reference, and everything I can't stand about the image of the industry. By the way, I wouldn't be caught dead in those pants, lol
  8. Cody.Rauh

    No market for 'good games'?

    @Embassy of Time I respectfully but strongly disagree with you. I believe there is a market and need for "good" games, what you probably don't have right is the delivery of the message. When I started my self-defense company back in 2013 I spent over 3000 hours of curriculum development in my spare time before ever officially opening the doors in 2015. In the beginning, I could hardly get students to sign up even if I charged pennies. Fast forward nearly 6 years later I now work teaching self-defense full time, and I provide workshops to business teaching skills for better interactions, and that only could happen when the way I presented my skills, lessons, etc became palatable and added clear value in the mind of my audience and people I spoke with about it. If you are really about making the world a better place, I understand you need to eat, however, you will find a way to make the games no matter if there is a market or not for the game. I personally took the longer slower route in my endeavors, instead of having investors and trying to build capital where I would later have my hands tied by investor decisions, I instead built enough value in my product I could start making revenue which keeps me in the role of the decision-maker to make the right shots at the right time for what is good for my customers not investor wallets. Not saying your way has to be my way, however, I think your approach is the reason you are struggling, it was for me a few years back. Respectfully, Cody
  9. I started back in 2005 on a platform known as a Second Life as a self-taught 3D artist. This is some of my work: https://www.artstation.com/cody-rauh After about 10 years I burned out on making other people's ideas a realization and ended my career as a 3D artist. That said I never truly stopped enjoying 3D modeling or building new things, however, these days my preferred medium is voxel only as I never enjoyed the tedious uv-mapping or texturing process all that much. I feel the game art industry has only become more intense, demanding, and competitive between extremely skilled top tier artists producing amazing content at speed and sacrifice for me that is unsustainable. Which brings me to the next point, I no longer feel like a 3D artist or a professional in the industry. I now work teaching self-defense to victims of violent crimes, sexual assault, and domestic abuse, as well as providing training to companies via workshops on helping people develop emotional intelligence and empathy for better interactions. Tapping into the experience from the days where I have worked corrections, security, government contracting and used to study various topics provided by the government. Yet I was never a high-speed door kicker, and after several years working various roles dealing with security, safety, and teaching public safety, I don't really fit into the defense industry either. Right now I am privileged enough to own two very small business about the size of a quarter of any normal single small business but is just enough to pay bills each month and provide me lots of free time to go to school for Digital Marketing and study C# for Unity 3D. Which is my next point, I will never be a Digital Marketing professional, and I don't plan to ever be a full-time programmer for anyone either. Which brings me to the reason I do all things various things every day. I want to reach 30 million people by 2030 with skills for better interactions, aimed at social impact and culture shift. I was nearly killed when I was 7 years old, held at knifepoint by a co-worker at a job once, sexually coerced in my early 20's, experienced abusive and toxic relationships, and all of this just tip of the iceberg. Those are my vulnerabilities a sorta broken and unremarkable individual professionally and when I started to realize that I am not the only person who has experienced any of these things is when I was able to start helping the most people. That being the biggest guy in the room on the playground isn't what keeps you safe, it is about a community of people where everyone plays well together makes everyone safe. I wanted to start off on the right foot with this blog and that is by being vulnerable, I am not a professional or special important anything in any industry, however, I do believe the work I put in consistently every day means I could eventually work up to being able to produce games that can help teach people skills for better interactions. I am terrible at podcasts/youtube blogging, a crap programmer, not that great of an artist, and have a 50/50 shot at best in winning any physical confrontation anymore, yet the only way we get better at anything is to do it, over and over, and never ring the bell, never quit. That is what this blog is about learning how to build games that help people without being the best at anything. I hope you will continue reading my future posts. Thank you, Cody
  10. I believe there is a difference between simplicity and having an incomplete game. Problem #1: I watched your video and it is just move and shoot with two different guns. Potential Solution: Maybe offer more gun selection, implement hand grenades, mines, and maybe even melee. Problem #2: Players complain about collision detection, and I don't see any crosshairs and no ability to aim down sights. Potential Solution: Address customer complaints if you can before adding new features, add a crosshair element or ability to aim down sights. Problem #3: Level redundancy & Enemy Variety Potential Solution: I would limit an area theme to three levels, then move on to a snow area, nighttime scene, laboratory, etc and with it introduces new enemies with new mechanics. ( ie new texture packs for each theme ) I like the style and simplicity you are going for. I like that you don't have to vertically aim and you are taking cues from the old school gamer era. Just remember their games had those limitations due to technical restrictions, don't let it be an excuse for getting lazy on pumping up the fun level for your players. Keep up the great work, keep building this game and it will just get better! Respectfully, Cody
  11. @EddieK It is really great seeing you progress through your game! You are definitely improving, one thing to keep in mind, is grey/concrete can have other colors mixed in as well. For instance a small amount of reddish brown, or yellow to give a little contracts. Great progress, and also congrats on image of the day!
  12. @EddieK Good progress, definitely progress in the right direction. Don't forget to color balance your positive and negative space! You need to have some contrast of color between your objects on the ground and the ground itself. Maybe consider something like this. Objects on top layer ( flying ) Light colors Objects on ground ( turrets, walls, ground units ) medium colors Ground itself a darker colors This guide will show you how DOTA recommends you design RTS units. This can also be applied to your game, especially the color wheel for color palettes. https://support.steampowered.com/kb/9334-YDXV-8590/dota-2-workshop-character-art-guide I look forward to your next blog post!
  13. Cody.Rauh

    Democratizing the Development: Vote on a Game!

    Today I wanted to offer something a little bit different. I wanted to give you guys a vote on which of the mini-games you would like to see produced first. Vote Here: https://www.strawpoll.me/16131047 I believe it is important to deliver a game you guys want, rather than just throwing out my random ideas and believing it is what everyone else wants, cause that is what I want.
  14. Cody.Rauh

    Wild Origin Website, Videos & GIFs

    Hello again! First of all, thank you to those who were kind enough to comment or give an upvote on my intro blog entry, it is greatly appreciated. This entry I would like to introduce you to my game. To do that I want to first share the URL of my website: https://www.wildorigin.online/ it is a work in progress, and incomplete. That said I feel it is good enough for the moment to give someone an introduction to the game until I can produce polished videos and GIFs to really make it stand out. Which brings up two questions: 1. What is your software preference for recording video/gameplay, and why? 2. Also, what do you use to make your GIFs and is it different from your video recording software? Please leave your comments and questions below in response to this blog. Thank you! - Cody
  15. Cody.Rauh

    Wild Origin - A Frontier Planet

    Album for Wild Origin - A Frontier Planet
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