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    Friday, March 19, 2021

    Feedback Friday #436 - Special Edition

    Feedback Friday #436 - Special Edition


    Feedback Friday #436 - Special Edition

    Posted: 18 Mar 2021 08:32 PM PDT

    FEEDBACK FRIDAY #436

    Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved!

    Post your games/demos/builds and give each other feedback!

    Feedback Friday Rules:

    Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game.

    -Post a link to a playable version of your game or demo

    -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos!

    -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback!

    -Upvote those who provide good feedback!

    -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them.

    Previous Weeks: All

    submitted by /u/Sexual_Lettuce
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    I've made 85+ Modular Sci-Fi assets, completely free for any of your projects!

    Posted: 19 Mar 2021 06:10 AM PDT

    Is the videogame industry that toxic/hard?

    Posted: 19 Mar 2021 03:20 AM PDT

    I'll get straight to the point. In the last days I read a lot of past posts in this subreddit and I noticed a common element in many of them: how much toxic and hard is the videogame industry, especially for game devs.
    I admit that I'm both confused and sad at the moment. First of all, because I spent my last 4 years (I'm at the last year of my CS master degree) to gain more skills as possible to achieve my dream to work in the videogame industry and reading those terrible experiences make me very sad. In addition to this, I'm starting to looking around for job opportunities when I'll get my degree, at this point, maybe it could be better to let videogames (and game devs also) remain an hobby and just try to get a job into another IT sector.
    What do you think? I would like to hear also the opinion of someone who works in the industry and has had a nice experience

    submitted by /u/ThePiromaximus
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    Why are Physics Programmers so hard to find?

    Posted: 19 Mar 2021 04:32 AM PDT

    Hey everyone,

    I recruit across many programming disciplines for Game Studios but Physics Programmers seem to be the hardest to find. Is it a "dying" specialism that is now encompassed in Gameplay or Engine Programming? or do they normally call themselves something else?

    They seem to be in high-demand but I can't see many out there.

    Any thoughts or ideas will be much appreciated 😊

    submitted by /u/DanielJEG
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    Any tips on naming a game?

    Posted: 19 Mar 2021 04:12 AM PDT

    I'm working on a game that I can't show yet, but we have to pick a new name. Here's my techniques so far:

    • Use Thesaurus.com to explore some good words around a particular feeling. Maybe "Swarm" doesn't fit your game, but "Flock" does!
    • Use Idioms.TheFreeDictionary.com to look up cultural sayings around a topic. You can type in simple ideas like "hammer" or "boat", and get lots of phrases that people recognize.
    • Try to land on something that helps people remember the footage or artwork. "Hitman" is one noun that describes the guy on the store artwork, it's not named something secondary to the brand like "Strangle" or "Assassination League". It's named after something that appears in EVERY SCREENSHOT.
    • Look up a list of games that people announced at an old E3. Clip out all the big brands, like this list from 2012. Ask yourself if you can distinguish the games from each other, and guess what they're like. Do they remind you of any particular footage or artwork? Also ask yourself what you would click on and what you wouldn't. Your game will appear in a list like this!
    • Sometimes you land on a name that sounds good but you don't know why. I've found that this is usually because it sounds close to an existing brand that I forgot about. If I landed on a name like "20 Years In Alcatraz" I might say "ooh that sounds like a prestige game!" right away. I think that's because it sounds like "12 Years A Slave" or "7 Years In Tibet", or some prestige product that I've tangentially heard of before. It's not a good idea to START here, but if you notice it, it can give you some security that other people will feel your reaction too.
    • Make a quick doodle of some key-art and put your favourite name ideas above it. Does it describe and add to the atmosphere in the picture, or does it raise questions and confusion?
    • Of course keep a spreadsheet of your favourite names!

    Anyone else have any other thoughts about coming up with names? It's very hard.

    submitted by /u/TomBrien
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    Do you believe it's still possible to create great cutting edge 3d engine today that compete with Unreal, Frostbite, Witcher 3 engine etc by a single programmer ? like Carmack did in the 90's

    Posted: 19 Mar 2021 03:00 AM PDT

    a) Do you believe it's still possible to create great cutting edge 3d engine today that compete with Unreal, Frostbite, Witcher 3 engine etc by a single programmer ? like Carmack did in the 90's (im talking about rendering and effects not all the toolings around unreal etc)

    b) if not how much can a single programmer do alone etc a 3d room like a 3d shooter with all his graphics techniques in it like reflections, light, water, cloud etc or it's still too much ?

    c) do you feel that 3d engine today will become a commodity... like they aren't that important anymore compared to create a great AAA games that sells etc... I mean focusing on others things like story, game design, characters etc

    thank you for your time

    submitted by /u/Dereference_operator
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    In which aspect ratio should i plan my game?

    Posted: 19 Mar 2021 06:35 AM PDT

    Hi, i'm currently working on a card game using Unity and i'm using a canvas to represent my playfield, and the aspect ratio in which i test the game changes a lot of what i can or cannot see in the canvas, so i was wondering what is the most common screen ratio that i should work on? Or if the canvas isn't the best thing for what i want to do?

    submitted by /u/palmiesa
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    Risk Reward, For Waiting..?

    Posted: 19 Mar 2021 11:56 AM PDT

    I made this mechanic for a game but i'm not sure its that good so i'm going here to ask.

    In my game, once you shoot a bullet and it hits the boss (there's an aimbot) the bullet stays in the arena for 30 seconds, if you shoot alot, there will be a lot of bullets in the arena that you risk hitting you, but if you don't shoot alot, the game takes longer but is less risky.

    Is this a good mechanic for a 2D Topdown Real-Time Shooter?

    submitted by /u/LevelObjectiveTTV
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    5 Minute Unity Tutorial for simple Dialogue System

    Posted: 19 Mar 2021 08:01 AM PDT

    2 LowPoly Character animated with props

    Posted: 19 Mar 2021 11:19 AM PDT

    (Part 5) 3d Foliage for games | Texturing Game-Ready Lowpoly Pine Tree Substance Designer & Blender

    Posted: 19 Mar 2021 07:28 AM PDT

    What was a feature/mechanic/inner working about games that shattered your illusion about games actually just being software?

    Posted: 19 Mar 2021 11:06 AM PDT

    I'll go first: Water bodies

    When i realised that being in water bodies in games is just a combination of a Plane with a shader, underwater PostProcessing and different animations, I couldn't unsee it in any game haha

    my naive self actually thought CJ was swimming through in-game water and maybe tommy vercetti didn't ever learn how to.

    submitted by /u/harshdulani
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    What to do after beginner projects?

    Posted: 19 Mar 2021 11:00 AM PDT

    Hello all!

    I'm fairly new to the gamedev scene, I've been studying programming (Java) for the past 4 months and I've now been learning C# and Unity for the past month.

    I've made a few very basic games on Unity (Pong, Space invaders, etc...) but now I really want to get started making a game that is actually fun, and something I'd be enthusiastic about making.

    The problem is, I have no idea how I'd even begin creating most of the ideas I have. My main two goals would be to create a Colony Sim (Think Rimworld) and a Football Management game with simulated matches (Like the FM games). I have all the time in the world at the moment and more motivation than I could have ever imagined, I just want to make a game that is actually decent.

    However, while I know the basics, how would I even begin to learn to create a game of this complexity? Where would I go to learn even? Is it just a case of trial and error? Should I be following very specific tutorials at the beginning to get me used to the logic in these types of games?

    Any info for a newbie like me would be really appreciated.

    TLDR - I can make basic games like space Invaders and Pong, but have no idea how to make more complex games which are actually fun.

    submitted by /u/HabiRabbit
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    Useful tools for designing complex control schemes?

    Posted: 19 Mar 2021 10:56 AM PDT

    Currently working on a complex game with many gamepad modes and shortcuts, and documenting the controls has been a nightmare using excel tables.

    Is there a tool out there that makes the process of figuring out controls (+ combinations & modifiers) and remapping buttons to different actions a bit less confusing?

    submitted by /u/Substantial-Farm9059
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    How to get our game on Steam News?

    Posted: 19 Mar 2021 10:54 AM PDT

    I've been wondering for quite a while now. How do we get steam to feature our game in the news section? I mean the moment when we launch the steam application we saw that big news in front of our face before anything else.

    I bet we should prove our performance like wishlist, engagement, sales number, and stuff but does anyone knows how it actually works? Let's assume we have those stats but do we contact them directly like "Hey we are about to launch our game full release from early access, can you help us?" if so where do we contact them?

    I appreciate all sharing tips if you know anything it really seems like a mystery for me xD

    submitted by /u/tunyapz
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    How Can Someone Start Their Own 3D Outsourcing Studio?

    Posted: 19 Mar 2021 10:44 AM PDT

    I'm actually nowhere near starting a studio like this, but I was just curious on how could it be possible. Surely you would need money, investors, contacts on 3D artists etc.

    But how would it all begin? Might be a dumb question, be harsh if you feel like that I need a reality check. I'm a 3D artist that's still at the start of his journey and this idea about starting my own outsourcing studio one day still sits in my head.

    submitted by /u/alander787
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    What form of writing is game writing most comparable to? Eg short story, play etc

    Posted: 19 Mar 2021 10:37 AM PDT

    I was thinking about writing some short stories in my freetime because I think it would be the type of writing I enjoy most. (I haven't really experimented with any other forms tbh)

    submitted by /u/MKGeheimnis
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    Three.js Visual Studio Code Setup Tutorial

    Posted: 19 Mar 2021 10:32 AM PDT

    Open World Writing?

    Posted: 19 Mar 2021 10:28 AM PDT

    I just finished Dex on the Nintendo Switch. Had a lot of fun. Does anyone know how to write a game like that narratively? What kind of tools do you use? Or resources? Stay safe!

    submitted by /u/Sophia_ComicArt
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    Can you use Houdini Enigne with Modular Assets bought from the store ?

    Posted: 19 Mar 2021 10:01 AM PDT

    Hi everyone,

    I wonder if it's possible to use Houdini Engine with a pre-made asset pack like this:

    Medieval Town Modular Kit

    or a more cartoonish/stylized package like this :

    Crypt Dungeon Set - Proto Series

    I want to use Houdini engine to generate procedural level faster without worrying about writing a procedural generator, I don't need (at the moment) to modify mesh geometry as i don't have any knowledge about using Houdini Core to create procedural meshes , so basically If i have a bunch of prefab, can I tell Houdini Engine which one is a "left corner" and which is a "Right corner" and so on... and after adding a bunch of rules, I want to use the "line tool" to "draw a level"

    Is this possible ?

    Thanks!

    submitted by /u/alaslipknot
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    Please help me fufill my dream of getting in contact with game developers.

    Posted: 19 Mar 2021 10:00 AM PDT

    Hello. There will be quite a lot of text here. It is nessesary to explain why it's so important for me and why now is probably the last chance for me to ask for it, buf if you don't want to read that - you can skip to the subject, i will highlight it with bold text (because my request is quite bold >_< ).

    I love good fiction, and especially video games with all my being. This is one of the few things in this world that brings me joy and makes sense to me. No words is enough to explain what i feel after witnessing a really great story. When i realized that there is but a few enjoyable things in life, and it's mostly about suffering just to live a bit longer - good stories were always there to save me from just existing, and i was hoping that someday one of my stories will do the same to someone else.

    Yes, i am enjoying writing stories for video games, and, to some extent - designing gameplay mechanics, because a good video game story often requires specific mechanics to create proper immersion or just make it a bit more believable and logical (i spending a lot of time to make sure that everything in my concepts makes perfect logical sense). I hate seing games where gameplay and story feels very disconnected, and want to change that habit.

    I never had a special education to do this, but in every game out of thousands that i played i always paid attention about how certain things are achieved, what works well and what does not, and this expirience allows me to create entertaining and enjoyable expirience for the players.

    Ideally, i wanted to create games by myself to have full control over them, but years of attempts to learn programming, art, modelling, and sound showed me that i am both unable and unwanting to do any of that.

    My mind functions in weird way - it struggles with understandting and very quickly forgets everything that is not interesting for me, and that is why i am unable to learn almost anything in my life, even things that are bascis knowledge\skills for most people. Thanks to those attempts i got the general idea how each of the professions worked, but, for example - i cannot write a single line of code now, i do not remember anything from my training. I achieved slightly better progress in level design (if you can call putting stuff around the map), but i do not have artistic vision to create really beautiful location, and entire process takes way too much time because of being unable to remember what function located where (so i always must look at the manual). Writing and general design of mechanics seems to be only things that i can do well and have passion to, so eventually i chose to focus on them, and leave everything else to professions who excel in those tasks.

    I joined many modmakers and indie teams, few times even sold a small stories, but none of those ever got to the release, teams just felt apart after year or two and i had to search for the new ones. Few of the most recent ones are still in development and have progress, yet i am not sure if i will live to see it (but i hope that i will).

    Once i was lucky to find a talanted artist who were interested to join me and together over 5 years we made a small RPG that i later released in Steam as a f2p title (you can search for Project Fire if interested). It wasn't well known due to absence of promoution, but got positive reviews, and what's especially important for me as a writer - zero negative feedback about the story. I finally got a proof that i am not the only who who considers my stories to be good (as people constantly tried to tell me before, when i had nothing finished to show).

    Yet still that was only a 5-hour prologue to the main story with only few interesting twists, limited amount of side content and a lot of cut features (even the ending was replaced), that could not be achieved without programmer in team.

    I always wanted to show what i am truelly capable of with one of my complete stories or game designs, but never got a chance to do that. Over my life i sent thousands of emails to various developers, offering them to either look at my complete stories and game design concepts, or hire me to write something for their own games - it could be anything from lore, characters, side quests, or even item descriptions, i knew that unknown writer would most likely not be trusted with anything important and was ready for any kind of work. I almost never got any responces, nobody ever asked to look at my work or wanted me to complete a test task - only few times i got a polite responces saying that team already has a writer and game designer and not looking for more people in this field.

    Eventually i run out of possible developers to write to. I don't know for sure why the situation was like that, but i had several assumptions:

    • My english level is intermediate and i cannot improve it because of my mental state. I tried to do that in all possible ways, including playing games without translation and using sites like reddit to practice (that was the reason why i registered here in first place), but over last 10 years had no imporvment, my mind refuses to remember rules or words.

    Personally, i do not consider this a big problems since, for example, a lot of book writers don't know english at all and still being published and translated - meaning that quality of story matters the most, and almost any team can afford a little editting of the text (instead i could make them free russian trasnlation of high quality). But it seems like employers do not think that way, and require writer to have perfect english.

    • I am unable to learn other skills, while many companies require game designers, and even writers to know how to code, draw, etc - be able to take over several positions at once.

    • My physical disability not allowing me to work at the office (i cannot sit for a long periods of time, also everyday walking is rather bad for me), and even in covid times many companies do not hire remote employees.

    • Not having special education, fame, connections within industry. From talking with other developers i understood that man of my profession often getting their job by being recommended by someone - and since i rarely communicate with people, there are nobody who could do that for me. And various HR departments just filter off anyone who does not meet requirements without fully reading what they offer.

    • My communication skills are standing in the way. I do not have problems in working with team, nobody with whom i worked with ever had complaints about that, but to get to that team i need to "present" myself in a right way, and that often includes lying (something i hate doing), bragging and just... completing lots of social rituals that i do not understand. It seems like i am unable to make a good impression on anyone at all.

    • I can only work with certain writing (sci-fi, horror, fantasy, sometimes - drama) and game (no arcades, platformers, simulators, visual novels for example) genres, and also cannot work with mobile games at all (yes, it's a huge sector, but absolutly not for me).

    • Demand for dedicated writers lowered in general. If even people like Drew Karpyshyn despite all their previous deeds still not being trusted by the higher ups, and their creative vision replaced by whatever marketologists find the best to be put in game, eventually forcing them to leave studios where they worked for many years, if Mitsoda and Avellone being casually fired - what chances do i have? Seems like people in charge perfer "neutral" kind of stories now (that appeal to max possible audience) instead of products of creativity and passion. Maybe all writers, and every other kind of artist will eventually be replaced by some kind of neural network?

    I understand why people would refuse me for all that was mentioned above, and i am not angry at them, instead i am angry at myself for not being good enough. It's not their fault that i was born with broken body and mind, they are not obliged to give me some special treatment for that, and if i am unable to play by the rules of the game - the only good option would be to quit. After all if you find mistakes in code you delete them, and not change entire code so they would fit in, that's a logical thing to do.

    But still i had a hope that if i will keep trying, eventually someone would be flexible enough to think that my work might be worth all this trouble, and reach out to many different people sooner or later someone will give me a chance and at least look at what i can create. Maybe i should have listened to what Vaas said about insanity and gave up sooner, but i could not - what else would i do in life? And i kept trying, to no avail.

    Years passed one by one, and eventually irl things started piling up on me. 2020 started with my mother losing job because of covid. Then my pc broke and i spent big part of savings to get it working again. Then cat got ill and i spent remaining savings. He is on support treatment right now and will be like that for the rest of his life, and needs samples constantly being sent to capital for analysys (because local labs don't do this test), that means 1\3 of my month income is already gone. Communal services got inceased, and i have to pay for winter heating more than i earn per month from my disability pension. My health worsened, have some serious problems with digestion system because of my ration, and because i have to complete a mind-numbing work to get additional money my migraine seisures getting a lot worse than usual. I constantly want to sleep during daytime and cannot sleep at night, feeling tired without doing anything yet, and have no way to treat any of those (our medicine supose to be free, but due to extreme corruption and just poor state of the country it's not). Also, because of how my mind forgets everything i find boring i do not remember almost entire months of my life because of nessesity to do boring grindy work for 12-14h per day, that simply erases the time like it never existed, and it scares me. Mother has huge bank debt that combined with debt for communal services (that is raising because of heating fee increase) can probably already allow to sue us (it's gone above 2k usd so there is zero chances we will ever pay it back during my life). And finally mother was diagnosed with some tumor, still doing tests to find out what to do with it, but it almost certainly means debt increase.

    Sorry if that sounds like complaining, but i just wanted to explain why i think that i am reached the end of the road and simply cannot folow the "keep trying" advice any longer, not to mention that i simply ran out of developers to write to. There are no more attempts i can do, no more waiting i can endure. The card tower is still holding, but the window is open, wind is blowing and it will collapse. When? I don't know, maybe it's already this year, or maybe i still have several left, but in any case it's just a matter of time. My game is over, seems like there is no place for people like me in current society\age.

    But i still desperatly want to do at least something that would make me feel like this life was worth living. I never had anything in it, all things i was dreaming of - seeing and expiriencing the world, helping others with my creations, interacting with humans and finding a soulmate, or at least someone to have interesting talk with, trying various activities that people find entertaining, and helping video games become as respected as books and movies are - all of that passed before me eyes, but turned out to be an impossible dreams.

    Yet still there is something else i can do. One really simple thing, yet it can make me feel very good.

    And here we coming to the point when i would explain what i want to ask from you.

    I always dreamed about the moment when i would let the member(s) of a new team read and discuss my story or game concept. You know, that moment when studio gathers on a meeting to decide what game they should do next and everyone pitching their own concepts? Yes, i know that many studios do not operate like that (at least anymore, that was usually the case during my childhood), but anyway... i want to pretend that this is happening. Just pretend and nothing more, no strings attached. And for that i need an actual developer, or even a team - if they would be willing to spend the time on me.

    Who exactly do i need? Ain't much, just a pepople to talk with... but also with specific skills and\or expirience:

    • People who are used to work with concepts. It's easy to appreciate finished product, but it takes some knowledge and imagination to see the potential in short story or core gameplay mechanics summary. They should find joy in discussing such things with other developers because i want this whole thing to be a funny way to spent time for them, and not some sort of an obligation.

    • People with generally good taste in game plots. I know there isn't a solid definition of that, but usually that's a thing you develop over time, so i'll go with "hundreds of story-driven games played".

    (For those who don't know what i mean by short summary - it's almost same thing that you can read in a wikipedia page of specific game you chose).

    What i need them to do? Very little - pm me by introducing themselves (their name, gamedev role, and developers they work\worked for) with some ways of sending them documents (better email, but whatever works best for them) and some proof of identity so i would know that they are the person they claim to be (messaging me from linkedin or any other social media account should work).

    Then i will sent them the list of my works they can chose from according to their tastes (there are gameplay concepts, story concepts, and both united). They aren't big - max is 22 pages, min is only 3. They chose one or several of them, and i either sent it to them right away, or take some time to write down (i only have several of them in written form, and only few in english). They read them, and tell me what they think about them as if they would decide if those are worthy material to make a game from. The longer and more detailed feedback is - the better.

    Also i know that there might be various rules that would forbid some of the developers to read such things. In this case i am ready to sign any kinds of NDA or other agreements.

    As a bonus, those who have enough time to spent can also comment on my released RPG - but first, that would require at least 3 hours to play it instead of 10 minutes on reading documents, and second - i already have plenty of feedback for it, so the concepts will remain a priority. But if someone can do that as well - they will be more than welcome!

    Also, if you are not the developer and cannot help me directly - you can share this post with any of the developers you know, or in resourses they usually visit. Maybe one of them will notice me exactly thanks to your efforts. If you know where can i post this except for reddit - say please, i am not really famillair with english segment of the internet.

    This is the end of my request.

    Please help me with it. This is the thing i want the most... except for immortality and absolute knowledge, of course, but at least here i have a slight chance of sucsess.

    p.s. I also know that many will ask question "why not just publish your concepts". There are two main reasons for that:

    1) Like i said before - not any person can appreciate concept. I would be happy to share finished works with everybody - but usually when people who only play games and do not develop them see things like that (not nessesarily concepts, might as well be early gameplay prototypes, for example) - they cannot imagine what they will become and cannot provide proper feedback.

    I had a story happened with me somewhere around 15 years ago. I played a browser game called Urban Dead, and it impressed me so much that i wrote a gameplay concept for simillar kind of a game, but in form of 3d action. I worked quite some time on the details, and then published it on gaming forums. Suddenly i faced the storm of negativity about it, i don't recall there being even one positive opinion, and most of them sounded like "you must be a moron to think that someone will play a game where people can kill you and take all the stuff you had on you". For a very long time i was incredibly discouraged about my abilities - i believed that so many people having the same opinion could not be wrong. But then, many years later DayZ mod were developed - and it's core features were almost exact copy of my concept (minus professions, city-hub and heavy emphasis on crafting). And people were happily playing and praising it.

    That story taught me two lessons - first, gamers have no idea if they want something new until they try it in form of a complete game, but many of them will act conservative towards the innovations by default. Second - there is no way to tell apart critics done by professional from the critics by people with no expirience at all, or even comments of trolls who's only goal is to be mean. I never published my serious works ever since, only few small things i made out of boredom (like the attempt to rewrite RE3 Remake). So i would want to limit feedback to people who have both expirience and passion for creating worlds. I don't mean this as offence to anyone else - please understand that i want to show only finished product to the public, and most of the developers are doing the same for a reason.

    Also i noticed that people just not very interested in those kind of thing in general - even when i create quite lengthy posts to discuss certain game's plot, i am usually getting quite a few replies to it.

    2) Second reason is quite simple - there is no games made out of published scripts that i can remember of. I know that i won't be able to make them, but still just publishing them would feel like throwing my entire life's work to the garbage bin. I spent too much time and effort (actually, almost all of it) on those concepts just to destroy them so easily.

    I have a plan - when i will realize that life is finally ending for me in one way or another, i will write down my concepts, pack them in archives and sent them to various developers, saying that they can use them however they want to. Most likely those letters will end up throwed into garbage bin without reading, as it happened to all those i wrote before - but with this i would at least gave all my worlds and characters a chance to live instead of dying with me.

    The only problem is that i won't be able to see the result - that's why i am asking for help now, so i could feel at least the illusion of working on them with other people.

    And by knowing exactly to whom i am sending my works (that's why identity check is required) i can at least semi-guarantee that people won't leak them just for fun or anything like that.

    That's all. Thanks for the attention.

    submitted by /u/ElvenNeko
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    Infinite Stars Game Assets: Lahnkush Portrait [CC-BY-NC-SA]

    Posted: 19 Mar 2021 05:03 AM PDT

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