Rob (@DeveloperDob) header
Rob (@DeveloperDob) profile picture

22yr Game Dev exp Solo Dev / Artist / Generalist Founder @DeveloperDob Co-founder @Lifetapstudios PAX, TGS, Bitsummet exhibitor. Never posts for the sake of it.

Vancouver
Joined March 2022
Photo by Rob (@DeveloperDob)Photo by Rob (@DeveloperDob)Photo by Rob (@DeveloperDob)Photo by Rob (@DeveloperDob)Photo by Rob (@DeveloperDob)Photo by Rob (@DeveloperDob)Photo by Rob (@DeveloperDob)Photo by Rob (@DeveloperDob)Photo by Rob (@DeveloperDob)Photo by Rob (@DeveloperDob)
New Gameplay Trailer! This time with 100% more slimeball and sleazebags. #indiegame #indiegames #roadrash
125
281
37
2,498
186,618
Replying to @PokeIndie @itchio
I sense some projection going around among the pro AI crowd.... I generally spend 1-3 years developing my games that are entirely human made. It generally costs me 5 figures to hire freelancers to fill the gaps I cannot fill. I do it not only to keep it a collaborative human made piece, but also so those freelancers can continue their passions (what goes around comes around). Lately I needed FMVs for my game.. but I couldn't afford the 13k USD price tag a film group quoted (on top of all my other expenses)... so I sacrificed 2 months of game dev to brush up cinema cameras, filming permits, hired actors and shot it myself to make ends meet (which sounds easy on paper but truly wasnt)... It's not easy but I take pride in the craftsmanship behind games, knowing how the sausage is made and can discuss any underlying systems that make up my games (something I suspect not all AI devs can do)..... It's good that you spent atleast a year on your project and I give props for that, but I feel your suggestion to forego an AI filter simply because you spent a long time... undermines tradional devs such as myself that in most cases spend even more time, far more money and ee had to step outside our skill set to get the job done.... you can argue effort shouldn't be a factor to warrent an AI filter, but then that would defeat the point of your post.
2
159
Replying to @Forti214753
It could probably benifit from more saturation. Here's a little bit of a comparison with 75 vs 95 Saturation + extra contrast. Also with the 3do and PC version of Road Rash which seemed to have different Saturation. The 95% looks a little too sunshine and lollipops to me. Perhaps I should try some custom LUTs and contrast to make it more saturated in the darks.
2
23
New screenshots with improved road details, tuned color palette and I reworked the pixel shader. I still have some anti aliasing options to explore.
4
1
28
560
Replying to @IndieGameJoe
And some people are openly promoting pirating indie games off the pseudo jail broken PS store. Sorta diminishes the infamous Valve claim that piracy is a service issue.
1
244
If hordes of lackluster AI games in Next Fest weren't bad enough, now people are openly justifying theft of indie games on jail broken Playstation consoles as punishment to devs for being on the platform. It's pretty rampant on the gram.
3
308
1989 FZR crusing shot, filmed for Bash Motos FMV cinematics. My shutter speed may have been a little off, but still an entertaining motorcycle shot.
7
417
Replying to @PokeIndie @Steam
100% yes, coming from a solo dev. It's always been a competitive market and now more accessible than ever. Gotta bring your A game or get left behind. We've entered a time where a gem of a game can get shrouded in low effort games. And as the saying goes, you gotta spend money to make money.
1
15
2,087
Replying to @DeanMamnevArt
The world is also missing those style of caricatures :)
1
7
Replying to @BGFH79
The addition of split-screen snd Fmvs pushed the dates back, but pushing for a Steam demo this year (assuming AI + vibe coders haven't taken over by then)
1
2
30
Lot's of development updates! FMVs, new bikes, band music, nitro boost, better graphics and a bunch of small fixes. #indiegame
11
7
71
1,141
Some Game Development bugs are a gift! 🚀
1
27
544
Are FMVs a thing of the past? Not for Bash Moto! We just wrapped up filming in Vancouver and Salt Lake City on a razor thin budget. Captured enough for a handful of small cinematics 🙂 #indiegame #gamedev
7
1
1
21
1,173
Replying to @paaniipoorii
Hard to say, I've never built an android game and not sure how well it might handle the 3d geometry and my shader work. The game runs well, but it might be a stretch if mobile still can't handle physics and 3d worlds well (I never play mobile so I'm clueless)
19
Replying to @Isotoope
Just local 2player splitscreen vs mode. But this local mode can be played online with a steam friend via Steams remote play option.
1
1
48
Replying to @GaryArnott
Right on! Thanks for the support!
1
14
Replying to @Forti214753
Way too many things. New bike models, ui polish, bug fixes, music player... though the biggest task is organizing a real life cinematics with classic 80s/90s sportsbikes. It's been eating entire weeks.
1
19
Wow that looks really cool! I like the contrast. Definitely a AAA level quality look. Most of my visual are 2D cards billboards with basic normal maps, which limits the lighting depth but I'll play around a little with this image in mind.
1
1
17
Replying to @Dexerto
And I assume that's before the tax man comes'a knock'n. Maybe ends with 180? Deserved more.
2
4,138