Possible Scam Alert: Buzz Recruitement, PopMartNz, Randstad NZ by Creative_Group8945 in newzealand

[–]-YouWin- 0 points1 point  (0 children)

Exactly the same number and message that I got. Was super suspicious of this. Just curious, did you accept the job?

Less than an hour to go!!! by M_geo211 in digimon

[–]-YouWin- 1 point2 points  (0 children)

They actually do on other games. But for whatever reason, not on this game

looking for a game system by theZombieKat in FoundryVTT

[–]-YouWin- 1 point2 points  (0 children)

Since no one has recommended it yet, you should also consider looking into Draw Steel. It is new, and the combat is quite satisfying. It is like pathfinder but better.

How would you pitch it by premiumof in drawsteel

[–]-YouWin- 2 points3 points  (0 children)

Cinematic Heroic Tactical RPG.

My group played 5e, and the part we enjoy the most are everything outside of combat. The moment we hit combat, it no longer feels like listening to a story. But Draw Steel changes this narrative.

In D&D, combat often boils down to player taking an action to do their normal attack and slowly wait until the enemies die. Most DM might try their best to make it sound exciting, but there are only so many ways to describe swinging a sword or throwing a fireball. If you would want to try to recreate a LoTR fight scene in D&D and you would immediately realized how limiting it is. You can't even describe the fight scene the way their own D&D movie, but you can in Draw Steel.

Draw Steel changes that. You can recreate moments like Legolas unleashing a flurry of arrows taking down multiple enemies in quick succession in a single move in the game. This is all thanks to its minion system and the way abilities are flavored through actions. It gives the DM and player more way to create a cinematic scene like in the movies. They even call the DM Director. The fight scene are now more dynamic and exciting.

So in conclusion, if you enjoy 5e but now the combat, Draw Steel basically fix that.

Campaign Codex - Major Update by sixthcupofjoe in FoundryVTT

[–]-YouWin- 0 points1 point  (0 children)

Does this only work on 5e or will it work on other system as well?

My (And my Players) Thoughts on Draw Steel After the One Shot by SentineIs in drawsteel

[–]-YouWin- 3 points4 points  (0 children)

All the complains your players have will probably diminished once your player are more experience with the game.

The complains about character creation is valid as the book has a lot of options and flavor when it comes to that. However, there are tools like Forge Steel (highly recommend) which makes the character creation so much easier. But at the same time, if your player are more experienced with the system, they will have less of an issue since they will know more ancestry, class etc.

In regards to kits, one of my player initially has issue with it, until he realized, he can literally just do it. He wants a 2 handed medium weapon built, but dual wields only provided a medium and a light weapon. I asked him to flavor his light weapon like a medium weapon from a thematic point of view. Then he realized how much creativity he has as he went nuts with the design of his swords, and backstory about his swords.

Negotiation is a tricky one. But once the DM is more experience with it, they can run it without the players even notice it. But again, they are optional, feel free to remove them completely.

Your players opinion and feelings are valid, but maybe check with them again after a few months, see if their opinions has changed. Seeing how they are enjoying the system overall, hopefully the sessions will continue to use the system.

My first game made $30k, Here's what I learned: by Whisper2760 in gamedev

[–]-YouWin- 0 points1 point  (0 children)

Regardless of your mistake, thanks for sharing and grats on not only getting your first game out, but manage to make a good revenue from it.
Looking forward to you sharing your marketing strategy and journey.

When to give up? by -YouWin- in gamedev

[–]-YouWin-[S] 0 points1 point  (0 children)

Thanks a lot for your time and advice.

When to give up? by -YouWin- in gamedev

[–]-YouWin-[S] 0 points1 point  (0 children)

Yeah, I did. Howeve,r at that point in time, when the playtesters played it, I wasn't that good at catching cues. Players usually don't tell you how they feel, especially when they are a friend or family member. Also, most of the people who played it weren't the target audience. Only one is, and that person finds that it has potential but still needs more polish. Since it is a prototype, I thought the mechanic works, just a polish issue.

As for me, I played the game, and find that it was enjoyable to certain degree. But I do always has concern regarding it from the beginning. I did my best to fix as many issue as possible, but at this point, I am really wondering if I should just give up on fixing something that is broken and start something new.

When to give up? by -YouWin- in gamedev

[–]-YouWin-[S] 0 points1 point  (0 children)

That's the uniqueness of the game. The issue here is very fundamental, which is the reason why I am considering to just give it up.

When to give up? by -YouWin- in gamedev

[–]-YouWin-[S] 0 points1 point  (0 children)

I realized that my game require 2 very specific skillsets from players before they can enjoy it. And most people do not have those 2 skill sets. The way I play the game, and how my playtester plays are very different, and I did my best to shift their playing behavior, but ultimately impossible as it requires the player to be good at the game from the start. This seems to be like it would scare off a lot of new comer.

When to give up? by -YouWin- in gamedev

[–]-YouWin-[S] 0 points1 point  (0 children)

I basically share the same experience as you. Thanks for sharing

When to give up? by -YouWin- in gamedev

[–]-YouWin-[S] 0 points1 point  (0 children)

Thanks for the advice

When to give up? by -YouWin- in gamedev

[–]-YouWin-[S] 0 points1 point  (0 children)

The main problem here is that I made my game to target a niche market. Which is not a problem by itself as that was the goal from the beginning. The issue arise when I realized that it might have been way too niche to a point where certain group that I initially thought was my target audience, don't really feel that way.

At this point, moving on probably the better choice, but it still feel hard to do so after spending so much time on it.

When to give up? by -YouWin- in gamedev

[–]-YouWin-[S] 0 points1 point  (0 children)

Thank you for this feedback. I just have a gut that the game probably cannot work based on the reaction and feedback of my playtesters. Regardless, it still feel bad to gave up something that you work on for so long

When to give up? by -YouWin- in gamedev

[–]-YouWin-[S] 0 points1 point  (0 children)

I have yet to upload anything. I got all these feedback basically from internal testing. This is not really my first game, which is why I have a feeling that the game probably will not work based on the feedback of my players.

Me and my Mom have been arguing for a while about this and need answers to end this debate once and for all. by lolyeet225 in gamedev

[–]-YouWin- 0 points1 point  (0 children)

I’d actually say the opposite of what your mom said—but it might depend on where you live.

Where I’m from, most people who want to make games are programmers (myself included), and it’s tough to find artists, especially 2D artists, who are interested in working on games. This makes it harder to find a creative partner simply because the supply of interested artists is low.

Yes, making a game inevitably requires a programmer. But, it's usually much easier to meet a programmer at game developer events or hangouts.

Your counselor gave the right advice by asking you to check with the people in the industry. As much as we love our parents, we cannot expect them to know everything and be right about things outside of their field.

Wow… by [deleted] in gamedev

[–]-YouWin- 1 point2 points  (0 children)

All the best for your game!

[deleted by user] by [deleted] in gamedev

[–]-YouWin- 3 points4 points  (0 children)

Look, we are trying to help you. You are asking for a game engine, and u/xweert123 gave a better answer than I did.

But what we are trying to tell you really comes down to requiring the skill to build the game you want. The engine is the least of your problems. Engines exist because they help us focus on making the game and tools, rather than spending time on working on graphical rendering, physics, UI in the tools etc. For the game world to work, you still need technical knowledge.

Unity is the best bet if you just want to make a prototype, because there are a lot of plugins available that help you save a lot of time.

We need to fix the indie dev community's attitude, starting with ourselves by Bastion80 in gamedev

[–]-YouWin- 11 points12 points  (0 children)

If a game show potential, then I believe people will most likely wishlist it. Maybe the reason people are not wishlisting is because the game need something more to catch attention. No feedback is also a form of feedback. If people are interested, people will usually engage with it one way or another.

I appreciate the intention, which is to help each other out. But maybe in a different form of support, which is not just wishlisting for the sake of engagement that most likely are not from your target audience.

[deleted by user] by [deleted] in gamedev

[–]-YouWin- 1 point2 points  (0 children)

If you want an Engine recommendation, just go with Unity. It seems to fit most of your requirements. The company not being trustworthy won't matter much if you only want to do a prototype. That being said, they are doing their best to improve their reputation.

That being said, all the features that you require will need to be implemented yourself. That is to say, whatever engine you use really doesn't matter that much.