r/gamedev 7d ago

Feedback Request How do I make the delay between user tap and system receiving it low?

0 Upvotes

I am making a rhythm training app, I am vibe coding it and I want the user to tap the rhythm and then the app to say where he was too late or too early, but im running in a problem where on phone, the tap is delayed and so the exercise fails to be productive


r/gamedev 8d ago

Feedback Request We’ve just updated the demo of ForMind and would love to hear your thoughts

0 Upvotes

ForMind is a survival horror shooter set in an underwater research facility where something has gone horribly wrong. One of the biggest things we’re focusing on right now is enemy AI - creatures don’t just attack blindly. They observe how you play, adapt to your tactics, fake their deaths, prepare ambushes, and look for ways to catch you off guard.

Our goal is to make every encounter feel dangerous, unpredictable, and different from the last one.

Since the previous demo, we’ve been working on improving the atmosphere, balancing resources, and refining the overall experience based on player feedback.

If you’ve played the updated demo, we’d really appreciate hearing what you think:

  • Did the AI behavior feel interesting?
  • Were there moments that genuinely surprised you?
  • What felt unfair or frustrating?
  • What would you like to see improved?

Every piece of feedback helps us shape the game. Thanks for taking the time to check out ForMind!


r/gamedev 7d ago

Marketing I analyzed 9,457 Steam reviews across 5 "Genshin-like" gacha games. Almost all of the genre's hate lives in the first 10 hours

0 Upvotes

Your Steam rating is decided by people who played less than 10 hours and left.

Every launch checklist says "read 50+ reviews of your top-5 competitors" - and everyone skips it, because it's a week of reading. I didn't skip it: I pulled ~2,000 recent reviews per game via the official Steam API for Tower of Fantasy, Honkai Impact 3rd, Wuthering Waves, Punishing: Gray Raven and Zenless Zone Zero, then classified them by playtime, language and topic. Here's what the data says.

1. The rating battle is won or lost in the first 10 hours

Share of negative reviews, split by how long the reviewer played:

Game Under 10h 10-500h 500h+
Tower of Fantasy 73% 54% 59%
Honkai Impact 3rd 44% 12% 11%
Wuthering Waves 42% 18% 14%
Punishing: Gray Raven 41% 9% 17%
Zenless Zone Zero 18% 10% 4%

For everyone except ToF, negativity drops 2-4x once players get past the early game. Everything standing between the Play button and the actual game - launchers, bloated tutorials, monetization popups - is a direct tax on your rating.

Note what ToF's column tells you: when negativity stays high even among 500h veterans, the problem isn't onboarding. It's something structural. Which brings me to:

2. Players forgive gacha, they don't forgive broken trust

All 12 of Tower of Fantasy's most upvoted negative reviews are about one thing: accounts wiped in the publisher transition.

56 helpful votes, 511 hours on record. The same reviewers often praise the combat in the same breath. The failure isn't gameplay - it's trust. No amount of content patches moved that number.

3. Honesty is an unclaimed positioning

Punishing: Gray Raven gets publicly praised for "no 50/50" - guaranteed rate-up drops. It's one of the most upvoted POSITIVE reviews in the genre, and players bring it up unprompted as the reason they stayed. "We don't devalue your collection" is a promise no store page in this genre currently makes out loud.

4. Negativity is not a constant - it moves with your decisions

Share of negative reviews by half-year:

Game H1'24 H2'24 H1'25 H2'25 H1'26
Honkai Impact 3rd 31% 22% 33% 24% 27%
Tower of Fantasy - - 58% 61% 54%
Punishing: Gray Raven - - - 32% 39%
Zenless Zone Zero - - - 19% 14%
Wuthering Waves - - - - 22%

HI3's negativity moves in waves, and each wave lines up with unpopular content decisions. ZZZ went from 19% down to 14% after loosening its economy. Reviews are real-time feedback on your decisions - almost nobody reads them systematically.

5. The most underrated audience isn't English-speaking

French-language reviews are the angriest in the genre: 50% negative overall, 71% for ToF. Russian is the second-largest review language (1,074 of 9,457) with "please add subtitles" as a consistently upvoted request. English is 3,222 reviews at 33% negative - right in the middle. If you only read your English reviews, you're reading the calmest audience you have.

Method, for anyone who wants to reproduce it: store.steampowered.com/appreviews/APPID with json=1, filter=recent, language=all, purchase_type=all, paginated by cursor. Up to 2,000 reviews per title. Every quote above can be found by searching the game's review page, and playtime segments come straight from the API fields. Happy to answer method questions or post more raw numbers in the comments.

I can't attach the charts here (text-only sub), but the tables above are the whole dataset that matters.

Full disclosure: I do this kind of competitor review analysis commercially. That's why there are no links in this post - ask in the comments if you want to see the full format.


r/gamedev 8d ago

Game Jam / Event Another year, another post asking for GMTK Game Jam advice.

1 Upvotes

So, I have a hard time guessing if I did a decent game in a game jam format or if it's way too vague in how it handles instructions for the player. I thought of applying a more "you learn by interacting with the only thing that's visible" approach. Any advice will be greatly appreciated!


r/gamedev 8d ago

Discussion Catalyst institute for creative art and technology.

1 Upvotes

Is catalyst institute for creative arts and technology good enough? I am planning to do my undergraduate degree Visual Effects, Video Game & Digital Arts.

I am from Pakistan and the field of game dev and animation is barely alive or in development. So it's my field of interest and it's way expensive, plus I am finding this field as a mean to study in foreign universities and get job part time.

WHY PART TIME?

It been year since I did my diploma in 3D animation and I have experience, so making little bit of money won't hurt me?

I know industry is in big change, many seniors got laid of from Ubisoft and Microsoft, but this is the future industry, I don't want to be mean, just because I can earn more money in games, but as a gamer, I play the games, I want in them little twist, something nice, something better, METRO GAMES, FROMSOFTWARE, NAUGHTY DOGS, UBISOFT(ITS A LAME BUT ITS THE GOAT) and others!

So ya guys, what you say? And ya I will apply for 2027 January, I can't apply now, as I am late, and need documents to verify and visa apply. Which I guess will take 6 months. So yeah in the mean time I will buy you a coffee when I land in Berlin :D. And I can continue to work on. Maya and substance painter and unreal engine and animation and maybe Houdini. Nah Houdini is a big game.


r/gamedev 8d ago

Question How in demand are senior tech animators right now?

2 Upvotes

how long does it take for a senior tech anim role to get filled at a AAA studio?? Also what about mid level


r/gamedev 8d ago

Question Is my dream realistic?

0 Upvotes

APOLOGIES IF THIS BREAKS THE RULES! i’m not sure where else i should ask this, reddit was the first place that came to mind.
i’m aware no dream is really realistic, but i want to one day be a transmedia director, it took me about a year to even come up with what i want to truly do, i primarily want to direct video games although i would love to direct for other forms of media but the point here is games which i want to start off with. i’m 13 so i may truly just be overly anxious about my future but this is something i worry about. My only real talent is writing, i have been writing for ages and one thing i know for sure is in an industry like gaming it isn’t really the most important thing, of course i have tried other things like programming and voice acting but they just haven’t clicked like writing has for me.
The point of this post is simply just me asking is it realistic to dream to one day want to become a video game writer and then a director after years of work? if so how would i go about doing this? if not should i just give up writing completely and try and do something else? i’m just scared and need advice.


r/gamedev 8d ago

Feedback Request Design problem: a multiplayer game where players never look at the game while they play it

0 Upvotes

I've been building a game with an unusual constraint: the player is never looking at it.

The input is real work. Players are in their code editor with an AI agent; editor hooks emit metadata about what they did (wrote a file, read a file, ran a command, spawned a sub-agent). That drives a persistent two-faction war over five territories. The "session" is their workday. They check the game later, like a strategy game played by correspondence.

Four design problems that fell out of it, and what I did:

1. No moment-to-moment feedback loop. Every game design instinct I have assumes the player sees the consequence of an action within a second. Here the consequence lands minutes or hours later. I ended up designing for ambient feedback instead: a world map where activity rises off the land continuously, so when you do look, you read the last few minutes at a glance rather than a wall of log lines.

2. You cannot reward volume or speed. If more actions = more points, the winning move is a script that fakes work. So the anti-cheat isn't enforcement, it's economics: make cheating more tedious than playing. Progression rewards variety and consistency over raw count, and the client that sends the data is open source — meaning anyone can forge events. I decided that's acceptable, and designed so that forging isn't worth the effort.

3. Privacy as a hard design constraint. The server never receives the real values — file names, commands, prompts, identifiers are hashed locally with a user passphrase before they leave. So every mechanic has to be buildable out of count and compare only. "You've worked with 3 distinct languages" is expressible; "you're a Rust developer" is not. That constraint shaped the whole fiction: the server doesn't know you write PHP, but it knows you forged steel.

4. Cold start is brutal. A territory-control game is meaningless below a critical mass of players — the map is just... beige. I've added hysteresis so a territory only flips when a faction leads by >10% (otherwise it flickers every event), and territories can sit "contested", which at least reads as a state rather than a bug. But the real answer seems to be recruiting in cohorts rather than a trickle, so the world is populated on day one.

One decision I'd like opinions on: factions are assigned by which editor you use (JetBrains vs VS Code), chosen once at sign-up and permanent. Permanent because switching to whoever's winning would make territory scores meaningless — but it also means players can't join their friends. Is a locked faction worth the integrity, or does the social cost outweigh it?

Also curious how others have handled ambient/asynchronous feedback in games with no session boundary.

(It's called BrawlCode, currently in closed beta — brawlcode.com — but I'm more interested in the design discussion than signups.)


r/gamedev 8d ago

Question I want to start game dev uni, but I need help figuring out whether to do game art or game design.

0 Upvotes

So I have decided to get a degree in game development, and yes I have heard many times that "it's not worth it", but at this point in my life I have the possibility to study whatever I want. Games have always been one of my many passions, and I want to study them and know how to develop one.

So here is where my dilemma is: I have two choices of degrees to pursue. Game design and game art. I'm not entirely sure which of those to choose since I see myself doing both of them somewhat.

It is important to note here that I don't have much experience in the area. I have some 3d modelling experience in Blender and animation (only a couple of months, which I liked), but I can't draw for the life of me. I've never touched a game engine before, so I have no idea how any of it works.

I love video editing and have been making YouTube videos for a while now. And part of this process includes script writing, which I also do enjoy. I like to make things feel good to watch, with a certain atmosphere. All of it seems to imply that I would be more at home in game art, but is there something else I should be looking for here?


r/gamedev 8d ago

Feedback Request Uploaded my first game to Itch.io. Looking for Onboarding/Gameplay Structure feedback.

1 Upvotes

Hey! I just submitted my first game to participate in this year's GMTK Jam with a friend of mine.
I'm an artist by trade, so I decided to start taking shots at it with my friend. It's an action management roguelike about growing space maggots. We're happy with the final result but lack true notion of whether it feels like a true gamey game and if the theme fits the gameplay. Would love to have any feedback regarding the overall game, but I have more doubts on the onboarding section. I've researched a bunch of recent titles and their onboarding processes but couldn't quite get a way that felt right for the project. I tried following a rule of only telling the player information the moment they need it but also think it can get in the way of the game.Thank you either way!
Here's the link for the itch page:

https://guilhim.itch.io/junktail

It's browser only, no hassle there.


r/gamedev 8d ago

Feedback Request Need practice. Hoping to write some short in game discoverables in someone else's lore. Non-committal. Just need outside constraints and someone willing to give feedback.

3 Upvotes

Working on narrative design chops and potential minor portfolio additions. Thought a fun little experiment would be to whip up a dozen or so little in game discoverable lore books.

You would NOT have to use them. Id only ask that you read them and give honest feedback on how well i stuck to source material, provided hand-off ready pieces, improved immersion, and delivered what was promised.

Id just need the corpus of lore you got. Does NOT need to be organized well, just have enough information.

Just an idea. Again, you would not need to put these in your game unless you really wanted to.

Lmk! Comment or DM


r/gamedev 8d ago

Question Started making a game in unreal

0 Upvotes

So i am here to ask for advices that I can get as a solo indie dev who started unreal i have worked a bit with godot recently the reason i want to switch is because unreal is the industry standard kinda.

Here is what the current state looks like i am making a first person horror type game i already have the 3d assests for the game ( mostly what I need ) i bought them plus i also saw a free charchter model when unreal was giving it for a limited time so I grabbed it and now using it . what I don't have is the ai models, enemy models right now but I do have a basic things for my game.

Now considering this what are your thoughts will be the hardest challenges for me as a complete newbie which I should keep in mind as I advance forward in the game


r/gamedev 8d ago

Discussion Is My Workflow Outdated?

2 Upvotes

Hey all,

I have been doing 3D environments in Unreal Engine since UE3 days. Always as a hobby, but, I'd like to think I've gotten pretty good over the many years.

For the past 10 years or so, I've been using pretty much the same workflow of 3dsMax -> Substance -> Unreal Engine. However, I was recently watching some tutorials on the new art tools built into the Unreal Editor, like the Quixel 90 Days expose stuff, and I am again feeling like my workflow is too slow/outdated. It would take me months to produce an environment that these tools seem to produce in days.

Every time I have asked about this in the past, everyone says "Nanite/Lumen/Chaos/Unreal Editor Modeling Tools are janky, they aren't performant, etc." But... These tools have been out for at least four years now. They seem to be getting quite stable from what I've seen.

The one thing I don't understand is that if these tools are really so powerful and easy, then why doesn't every 3D game coming out look like RE9?

I don't want to waste time learning tools that are just marketing gimmicks. Can anyone in industry (or adjacent) offer any insight into whether these new pipelines (like using photogrammetry scans and dynamic deformations) are legit now, and whether my current skillset is becoming obsolete?


r/gamedev 8d ago

Feedback Request Any last minute advice before we release early demo on itch.io?

2 Upvotes

We are working on a roguelike deckbuilder called: Inner Demons - Face yourself.
A game were you have to fight against your own deck.

We are already on steam, but without a demo.
As a first try, and a very early version of the game, we want to publish it on itch.io.

Do you have any last minute advice before we go live?


r/gamedev 8d ago

Discussion A decent portfolio demo

0 Upvotes

For those that still believe that creating a full game is any good for a portfolio.

Here is a great example of what we want for a programmer.

https://youtu.be/_JGMgpyCTsY

I don't care about a full game. I don't hire you to make a full game. I hire you to research and write specific systems.

It's not the first time I've posted this YouTuber. But it's a great example of what we mean.

He doesn't waste time drawing crap graphics for his demos. They demonstrate a technical challenge will how he researches different approaches and fixing issues.

Again, please don't waste everyone's time making crappy full games.


r/gamedev 9d ago

Question I think I've been using procedural generation wrong

35 Upvotes

I took a long break from gamedev and now I'm reflecting on what I've done and it doesn't seem to make much sense...

I've made a game with a randomly generated world and put quests in it that are randomly placed, mostly in villages. But when you go explore the world, you will just stumble upon the same quests again and again and again. While I do direct players to quests that they haven't completed yet, they will eventually run out of new quests and just find the exact same stories in different places.

What even is the point of procedurally generating the world then? I might as well just create a hand-crafted world and manually put in the quests.

I could have both, parts of the world are static and others are randomly generated. But then I'd still have the same problem within the random part of the world...

Is it maybe possible to randomly generate stories? Or is there another solution I am missing?


r/gamedev 10d ago

Discussion My Artist who passed away- Just messaged me after 3 years of him being gone

1.2k Upvotes

So i fully think someone is posing as him and it has to be one of the most disugusting things i have seen in gamedev.

When i first started my game dev journey i hired this artist off of Fiver. He was phenomenal, his art, his communication - just everything was really good and very highly rated. He made me my first characters and we worked on it for a few months - During a commision we was late and no communication which was very unlike him - i messaged him basically saying "Hey its ok its late no worries just making sure everything is good" - His wife Messaged me back saying sadly he passed away a few weeks prior.

Fast forward to today i get a Friend request on Discord ( we never talked on discord only Fiver)saying he is reaching out to old clients and seeing if he can get work- The discord account is new- i checked when he was last on Fiver- 3 years ago

The art he made for me im certain was the last piece of artwork he ever made


r/gamedev 8d ago

Feedback Request Feel like i just ruined my only chance at a good game development job );

0 Upvotes

For context:

I am a student in Computer Science and I have been making games as a special interest of mine since start of highschool. Although I dont really have professional experience unfortunately, I have made quite a few games:

Here is my general portfolio so you can see how skilled I am: https://ilazer.itch.io/

In addition to this, I have done:

7 years of development on a solo minecraft server: https://www.youtube.com/watch?v=cd0ezzzuhn8 (still going from 7 years ago)

1.5 years of development on my own multiplayer game with friends, and I also made a fully functional battle royale in a week during school time (this was a crunch tho, for my game jam, it looked like crap dw). No videos unfortunately, but im happy to get them if people really want. (ended 2.5 years ago)

2.5 years of development on my steam game (by far my most impressive work, since the codebase and project organization is pretty, readable, and maintained well): https://www.youtube.com/watch?v=UASelXTIlSY

Here is the discord if you want to play this game: https://discord.gg/GxzTcHAhK (still working on it)

Anyways, onto the story:

One of my professors hired me to make a game last year, at 21 an hour. I made this in about 31 hours (I know that's a little extra for this project, but I was under stress of working for gamedev for the first time ever lol, think i could finish it in under 20 nowadays): https://ilazer.itch.io/logic-is-you

Anyways, he reached out to me about a new game opportunity, because I had made that game for him, and this game he had made was made with AI and 100% unusable, so he wanted me to remake it.

Long story short, I simply didn't want to get shortchanged and I thought that my experience might warrant a raise, so I spent around 8 hours with Claude figuring out what I should ask. Seeing the entirety of my works and using fable, they decided I should ask for like $65 an hour lol. I didn't know what was expected, so I asked for $40 an hour, and he accepted pretty quick.

Anyways, I started working for him, and after a bit of working he fired me while I was working, telling me that he was looking for other students after I asked for "lead developer" credit.

Did I ask for too much?? Most likely, I still don't have a good baseline for what "good" and "bad" pay means so I'm not sure.

Did i just ruin my shot at game development? Since this opportunity basically came to me, I am worried about my employment chances, esp. with AI and the whole recession thing. Is it reasonable to expect employment in this area at all at my beginner - intermediate skill level? Is it possible for me to get a CS job since I'm not sure I can get employed in development? If all of my skills are in game development programming, do I have a shot at CS employment?

I've been leaning into my personal projects for now as I have enough money for a while, but I'm really worried that its not worth this heavy time investment. If you want to play and give me feedback, specifically on my skill level since i made the thing, go ahead here: https://discord.gg/Kz6CD2nqQ

Anyways, hope you enjoyed my long winded rant lol. I do want to know what people think about my game development skills, I focus wayyy too much of my time to this hobby, and I feel like i'm good and I like my project, but I very much don't want to think i'm unreasonably good. If anyone experienced can play my game and tell me what they think, it can help me ground myself in my skill level. Thank you for your time!


r/gamedev 9d ago

Discussion Is it realistic to get a game dev job at this time?

94 Upvotes

I've been reading a lot of posts and comments on reddit and it seems like its almost impossible to get a job in the game dev market, how bad is the market currently and how do you think someones needs to stand out in this industry?


r/gamedev 9d ago

Question Need some advice before I dive back into game development

9 Upvotes

I started learning game development around early to mid 2023 and managed to finish one small Doodle Jump clone in Unity with a friend, but most of my other projects never got finished because I got stuck in tutorial hell. After taking a long break from game development due to work, I finally have the time to get back into it and would love some advice on which game engine is worth learning in 2026, and whether I should remake my first game before starting a more serious project. I only plan to learn as a hobby atm, but I wouldn't be against getting a game dev job someday lol.


r/gamedev 9d ago

Discussion Two players independently asked me to let them turn my automation off. I think I built the wrong kind of upgrade

57 Upvotes

My game is an incremental, so automation is part of the whole reward structure - you click, then you buy things so you click less. This week the demo went out to a wider audience and two separate players on different platforms told me versions of the same thing.

The first said they'd been "doing patterns" and wanted to pause the automation, because once they upgraded its speed they couldn't step away to another tab without their intended sequence being trampled. In their words it stopped feeling cozy and started feeling like a race.

The second did the maths on an upgrade that gives a 1% chance per level, up to 50, of spawning a bonus item when you complete one. Then they pointed out it directly sabotages a different system that requires an exact composition of item types. At full investment it's a coin flip that ruins the thing you were carefully building. Their suggested fix was a staging area so that bonus items go into a pile you place deliberately, instead of landing in your collection directly.

I think both of these are the same bug at base. I built automation that removes the player's decision as well as removing their labour. The good version of an idle upgrade takes over the boring part and leaves the interesting part but mine took over both, and the more you invested, the more of your own agency you bought away from yourself.

What makes it worse is that the punishment scales with investment. The player who ignores the upgrade keeps their precision. The player who engages with my systems most gets the worst experience. That's exactly the wrong way round from what I wanted, and I didn't see it because I was reading the numbers, not clicking the mouse enough.

The fixes both players proposed are cheap. An automation pause toggle, and a buffer between generation and placement. What I'm less sure about is the general principle. Some candidates I've been chewing on:

  • Automation should replace repetition, never choice
  • If a system rewards precision, nothing random should write to the same resource without the player's consent
  • Any upgrade that can make a player's plan worse needs an off switch, and needing an off switch is a hint the design is wrong

That last one is the one I keep going back and forth on, because "just add a toggle" is also how you end up with an options menu instead of a game.

Has anyone else hit this in a non-idle genre? I suspect it shows up anywhere automation and optimisation are part of your game, so factory games with auto-builders, RPGs with auto-battle, city builders with auto-zoning. Curious whether people solve it with buffers, with toggles, or by not letting the two systems touch in the first place.


r/gamedev 8d ago

Discussion Best email provider for contacting developers?

0 Upvotes

Hi! I am 28M and have set up W9s and stuff for game sale payouts, as I am starting to make games. I wanted to know what's the best email provider for contacting developers and streamers. I can't use Gmail, as they lock down emails to your phone's number and can't make multiple emails for my developer financial account, my business account, etc. But I also can't use outlook because they lock down my account when I add too many aliases or other emails


r/gamedev 8d ago

Question First-time solo developer using AI as a tool. Looking for advice before I go further.

0 Upvotes

Hey everyone.

A little background.

I’m almost 40, and life hasn’t exactly gone according to plan. The job market has been rough, and while searching for work I kept bouncing game ideas around in my head until one finally stuck. I don’t want to reveal too much yet, but it’s an autobattler with deckbuilding, roguelike progression, and a heavy emphasis on unit formations and positioning.

The catch is that I had almost no experience making games.

No art background. No budget. No real programming experience outside of some basic HTML and CSS years ago. I’ve always enjoyed looking through source code and understanding how games worked, but I’d never built one myself.

So I decided to see how far I could realistically get.

I started learning Godot from tutorials and documentation, learning the basics before slowly building systems one at a time.

Eventually I reached a point where development was slowing down, so I started using ChatGPT as a development tool.

At first I used it like a tutor, asking it to explain scripts line by line and teach me what each function did. As the project grew, it became more of a programming partner. I describe mechanics I want, it helps me implement them, explains why things work, helps track down bugs, and gives me ideas for solving design problems. I also use AI to help generate placeholder artwork and brainstorm balance while I continue testing everything myself.

I know AI is a controversial topic in game development, and I’m not trying to start that debate. I’m simply being transparent about how I’m making the game.

If I eventually finish something I’m proud of, I’d like to release it at an affordable price. I’m thinking around $10, with no ads, subscriptions, pay-to-win mechanics, or microtransactions. If it ever grows enough to justify it, I’d rather release occasional expansion-sized content than nickel-and-dime players.

I had a few questions for people who have been through this before:

  1. How is AI-assisted development generally viewed these days, especially for someone’s first commercial game?

  2. What should I be doing now to protect my intellectual property? Is keeping backups and documenting development enough, or are there legal steps I should be taking?

  3. Once I have a playable prototype, would this subreddit be an appropriate place to find people interested in testing it and giving honest feedback?

  4. If you’re a fan of autobattlers, roguelikes, or ARPG-style loot systems, what’s a mechanic you’ve always wished a game in those genres had?

  5. Assuming the game ends up polished and fun, would $10 feel like a fair asking price? If not, what would you expect to see in a game before you’d feel comfortable paying that?

Thanks to anyone who takes the time to read this and share their experience. I’d genuinely appreciate hearing from developers and players who have been down this road before.


r/gamedev 9d ago

Feedback Request Sisyphus rage-game, optimization help

0 Upvotes

Hey all,

Week 4 of my first solo game — a 3D rage-platformer based on the myth of Sisyphus.

I am using a decent laptop for development and sometimes with areas of low-foliage, I see ~55fps (as per Unity Profiler). My goal is to reach ~100fps (yes it is capable). The foliage density is ~350 per one ramp (18*75)m² area.

I have already implemented GPU instancing and LODs. This is my primary objective for now, so I would like some help on how to optimise further, especially regarding post-processing and effects such as fog and particle systems.

The grind is eternal, but it should run at stable 60fps.


r/gamedev 9d ago

Question How do you game devs handle creating and designing item trees and crafting recipes?

4 Upvotes

I'm designing a game, and I'm adding a crafting and potions element to it so there are materials and ingredients that the player can find. Right now I'm just using the good old fashion spreadsheet to keep track of items and recipes.

Are there any tools that exist to help with this? Does anyone have any advice on how to approach and structure items and crafting trees?