Tomcat It's the kind of message that makes me frustrated. Especially from someone who is obviously quite highly qualified. I thought that work should bring enough income to buy professional tools for it.
8gb is not that bad, the computers that are sold in stores here come with 4-8gb and everyone I know have similar specs.
I can model whatever I need in blender (compared with how it was before) and open many windows at the same time. All that memory would be wasted since I'm not hitting a ceiling.
I don't understand what you are trying to say here.
The reasoning behind my comment is that, you are developing a tech demo and the requirements sound way too high (If those are requirements).
If we look at a game like baldur's gate 3, which came out very recently, it asks for 8gb and recommends 16gb. starfield also asks for 16bg, and it's a AAA game by bethesda. skull and bones, the AAAA game also asks for 8gb.
sure, for sculpting the fingerprints on a character you would want 256bg of RAM, but that's for making AAA quality assets, and that is actually a trap, because those games are made by teams of thousands of people, which ultimately limits the scope of your game.
look at senua's sacrifice, you control a single character, fight some dudes and explore a very small world, it didn't get praise for its graphics, everyone instead talks about its themes of mental health issues.
we indie devs have to try and reduce our scope, you either make a very detailed small game, or a medium sized stylized game.
I'm sure this is a very nice looking demo, I don't and can't know what would be using hundreds of gb of RAM, but I'm not going to risk trying to run it.
Tomcat Looks like we're all doing the wrong thing here, folks. Apparently, game development is more of a hobby that requires investment than it is an income that brings it in.
well you are the one with 256gb of RAM. Think of it this way: If your game can only run in your computer, that limits the number of potential buyers of said game.
I work with limitations, that doesn't make me worse at dev, It makes me better, because I have to find creative solutions to problems instead of brute-forcing them, that's how I learned so much.
Look at history: silent hill added the atmospheric mist in order to hide the world being generated. the mechanics in diablo were built around the isometric view. the invisible wall in battlefield was added to stop players from going out of the map and it was kept because it forces them to stay were the action is.
Tomcat Two buddies:
– I've got a new game released!
– How much did you sell?
– Not much: an apartment, a car.
Dev for me is a hobbie, yes, I am a welder. I hope one day I finish a game and release it and its successful, but you can't just jump head first into something without a plan if things go bad, and you can't guarantee that your first game is going to be an instant success, that is just not realistic. From what I heard, a good game can be on store for years and get picked up suddenly, or remain a "hidden gem" forever, or instead go to the bottom of worst of steam. or just be mid and never stand out.
Some things are just out of our control, we need to be able to adapt quickly to the changes.