Be careful starting your journey, there's a lot of shit ahead
#gamedev is a set of conditions, each of which can change over time, which can be affected by various things, from life to market, it's like a stock world, where there are rules, expertise, but the inside info can affect many things... and of course money, a lot money... don't trust people, they can sell their story for the next story... it's like "success" courses and "how to be successful" masterclasses
Wasn't expecting to stop being a solo-dev this early, but people are talented and have dedication!
Introducing a new developer to the team! Zhai Jinpeng (Phoenix) has developed one of the best Internal Ballistic simulators I have seen (The Phoenix Internal Ballistic Simulator). His system will be integrated into Rixas with the needed adjustments. I am expecting to heavily change some of the designers as a result of the change.
I've been spending the last few years making a fantastic game with a small talented team in my own indie studio, prettysmart games. I'm so proud of them and glad to be building a culture that nurtures these excellent people.
I think the main thing people get wrong in game design is randomness. Randomness plays a big part in game design, obviously, but like anything has its time and place. I'll often see something like this:
Something players can do against an enemy is too effective and makes the game too easy. The designer comes up with a counter the enemy can do to make it harder, and when the player tries to do the OP thing has the counter trigger randomly
This is bad design because it will confuse and frustrate players. Players assume when something leads to a bad outcome there was something they could have done to prevent it. When the counter happens randomly, ie sometimes their action succeeds and sometimes it fails they'll assume there was something they did to cause the failure
They'll try and find out what they're doing wrong, but won't find any pattern (since there is none) and as a result get frustrated with trying to figure it out
I have a crafts channel on makertube.net already but would prefer to spread myself around in case one server goes down. Also tbh I'm not even sure devlogs would count as "making" anyway.
Tried the instance finder on the PT homepage but it's pretty useless so if anyone knows where is stable and welcomes this kind of content I'd appreciate it! Thanks.
I have been working on my project, Rixas for quite a while now!
A completely free(forever) grand strategy game where you control everything about your army, air force, and navy.
In Rixas, you will possess the heads of your country's military throughout time. You will be able to create gear down to the finest details. The loadout of every soldier and composition of every platoon is under your control.
Politics is at large, as it is in any other organization. You don't have full control over the government or your subordinates. People need time to be convinced of new ideas or equipment, and victory can make a nation complacent.
The game is currently in the early stages of development. Most choices and simplifications are intentional and does not represent the final product.
Here is a showcase of some designer features that I have upgraded recently and going through a hypothetical scenario to design something!: https://youtu.be/vTctMDiop1I
Since I mention it so much and never show anything, I guess I'll toss two screenshots up from my testing today.
My game's moment to moment gameplay is like the old Sierra AGI games, but the overall structure is more like some kind of open ended haunted house simulator... like...
Imagine Police Quest 1... but instead of being a cop, you're a decent human being, and instead of some linear progression of events, you could go anywhere and explore whatever, and stuff happened around you... all tied to the date and time of real life.
The art on both screens is far from complete. The outside shot has an orange tint because it's actually late now. During the day it's bright, early morning is dark with a blueish tinge, and at night everything's dark and you need a flashlight to see.
I haven't incorporated the different time-dependent art for the bedroom yet.
Okay so datamining of models suggest that the details of cims are way overworked with 40 000 polygons or more for details you cannot see in the game (you can't zoom in that far).
The performance of the game is... not good for a lot of players that struggle with framerate dips down to <10 fps on 30-series NVIDIA cards.
I don't know much about gamedev or 3D modelling but this seems like an odd choice.
Another Turkish #GameStudies book graces the site! 🇹🇷
In "Dijital Oyun Kültürü", discover how digitalization is reshaping our play traditions, and how the gamification of work and business is changing the game.
I love science fiction RPGs, but I find combat troubling. It is hard to make combat 'fun' with bombs, guns, drones, satellites, night vision, etc. Fantasy combat allows for a sword vs dragon combat. Sci fi combat should take place long range. Also modern combat is too real. No one knows anyone who was killed by a dragon, but we all know someone who has been shot.
The PVS-Studio team started adding new diagnostic rules that detect errors typical for Unreal Engine projects. However, we need some help from the game development community. Please share your thoughts on the typical error patterns you would like us to automate the search for 🙏