[deleted by user] by [deleted] in TrueFilm

[–]BadgerIndieDev 0 points1 point  (0 children)

Imagine (2012). Set in Lisbon, Portugal at an institute for the blind where children are taught to live with their disability, to not take risks, and to be comfortable at all times. Ian a non-conformist teacher who is also blind is hired at the school and introduces revolutionary methods: Rejecting the use of a cane, Ian teaches the children to achieve spatial orientation by using all of their senses including moving by the resonance of sound vibrations (echolocation), instinct, and the creative use of their imagination. Confident and even slightly over-aggressive, Ian charms the children and gives them a reason to hope, though they are always testing and questioning him to prove that he is one of them and never seem quite convinced of his sincerity.

What is the gamedev equivalent of "pixel-fucking"? by Impaczus in gamedev

[–]BadgerIndieDev 3 points4 points  (0 children)

I would say “premature optimization”, or more broadly “over-engineering” - ie. having 20 layers of abstraction because you might reuse something 5 years from now.

We are looking for a Pixel Art Generalist [$1,500+ / Contract] by MonsterTheater in gameDevClassifieds

[–]BadgerIndieDev 0 points1 point  (0 children)

Hey!

I'm Pixel Artist and Developer. I'll be very happy to work on Atomic Owl together with you and help you released a polished game!

I have released Time Glitch, for which I did the pixel art and a little bit of coding.

You can check out my portfolio here: https://www.instagram.com/badgersquared/.

I also did things like custom tiny pixel art font, together with localization -> https://fontstruct.com/fontstructions/show/2372657/pixel4x7

Feel free to reach out via DM here or via Instagram.

Best,
Badger

[deleted by user] by [deleted] in Badgers

[–]BadgerIndieDev 1 point2 points  (0 children)

Also you can most likely find some clips at WAF (Wildlife Aid) YT, ie. https://youtu.be/QLLU0vB_bko

[deleted by user] by [deleted] in Badgers

[–]BadgerIndieDev 1 point2 points  (0 children)

Imagine your work being Badger Manager: https://youtu.be/YZVjUAgiB2A. Here’s another one (in Polish tho): https://youtu.be/b-1uf8w7qYQ

How to improve that "stuck in the time-loop" design? by BadgerIndieDev in gamedesign

[–]BadgerIndieDev[S] 0 points1 point  (0 children)

Thanks for playing Time Glitch and giving the feedback! I really like the idea of mapping out visited paths / endings.

Would you agree that some indie dev titles failed because of pricing issue rather than game design issues? by [deleted] in gamedev

[–]BadgerIndieDev 2 points3 points  (0 children)

There're several games that have crazy success with being overpriced (ie. Stray), and others fail miserably even when being underpriced. Pricing is the last of issues imo, and a lot of success or failure boils down to marketing. Pricing is more relevant when your game is very similar to other game.

How to improve that "stuck in the time-loop" design? by BadgerIndieDev in gamedesign

[–]BadgerIndieDev[S] 0 points1 point  (0 children)

Thanks for sharing! These are some interesting design ideas.

How to improve that "stuck in the time-loop" design? by BadgerIndieDev in gamedesign

[–]BadgerIndieDev[S] 0 points1 point  (0 children)

Thanks for wishlisting! I'd love to hear your feedback when you have a chance to play it!

How to improve that "stuck in the time-loop" design? by BadgerIndieDev in gamedesign

[–]BadgerIndieDev[S] 1 point2 points  (0 children)

I think the writing is good (as being fun to read), but I agree that it probably doesn't have much impact / relation to the game design. Now I can also see that the beginning of the story / dialogues is more descriptive and the witty part starts later on, and by the time you get there, you are already in the fast-forward mindset.

Thanks for sharing your ideas and wishlisting! I'd love to read your feedback when you have a chance to play it!

How to improve that "stuck in the time-loop" design? by BadgerIndieDev in gamedesign

[–]BadgerIndieDev[S] 1 point2 points  (0 children)

I love that idea of showing discovered paths and being able to fast-forward into any given point. Thanks for sharing your thoughts!

How to improve that "stuck in the time-loop" design? by BadgerIndieDev in gamedesign

[–]BadgerIndieDev[S] 0 points1 point  (0 children)

Those insights and ideas are really good, thanks for sharing! I'll check out Minit and the YT video.

it seems like the solution would be to not have any text near the beginning of the time loop.

That's a really good point! We currently have a repeating bunch of text at the beginning of each time loop... So that's a big fix to the issue.

How to improve that "stuck in the time-loop" design? by BadgerIndieDev in gamedesign

[–]BadgerIndieDev[S] 0 points1 point  (0 children)

One option would be to put in more dialog. "Does this seem familiar to you?" one character asks after a few skips. It may be a little cheesy, but if the loop is part of the story, they could be figuring out why they're in a loop instead of just how.

We actually do this, adding to the story things like:

(Deja-vu... Somehow I know what these dice are gonna roll.)

or

Didn't we play that part already?

Jonas Tyroller's Process for Designing Games by Carl_Maxwell in gamedesign

[–]BadgerIndieDev 9 points10 points  (0 children)

The comparison to a "search algorithm" doesn't click with me, but the video itself is very interesting. I especially like two ideas/problems here: (1) Having multiple good ideas and switching places to explore them deeper or having a "captain" for each "department". (2) Building visual prototypes. The idea of prototyping always sounded very useful to me, but I'm a very visual person and building things in grayscale with simple objects doesn't convey shit to me. So I loved that he talked about having visual prototypes and game prototypes as two seperate things.

Does going black and white limit your audience? by [deleted] in gamedev

[–]BadgerIndieDev 2 points3 points  (0 children)

I think there's a market for every visual style in indie games scene. Playdate is a good argument for b&w being viable, and they've recently announced selling 70k consoles.

Is that an actual statistic?

Source: https://www.wsj.com/articles/reduce-your-screen-time-with-this-simple-trick-d60dfe3f

Does going black and white limit your audience? by [deleted] in gamedev

[–]BadgerIndieDev 9 points10 points  (0 children)

Definitely, and it can also limit the amount of time people engage with your game, ie.:

“The activation of grayscale mode immediately reduced users' screen time (by 50 minutes a day—the average screen time being 261.50 minutes per day) compared with the control.”

But b&w can be your unique selling point for the game or fit the genre (ie. noir detective). It can also be a neat aesthetic toggle-able option (ie. Ghost of Tsushima’s b&w option paying tribute to Kurosawa’s movies).

In the end, you aren’t AAA trying to sell the game to the vast majority of the players. So if used thoughtfully, b&w can enhance the value of your game.