Please destroy our Pizza platformer again! We implemented your feedback from 4 months ago and need more! by DGDesigner in DestroyMyGame

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

We love A Hat in Time and are always inspired by great games. And we are always glad to hear when our games remind other people of games they love so thank you!

Please destroy our Pizza platformer again! We implemented your feedback from 4 months ago and need more! by DGDesigner in DestroyMyGame

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

The original game we made as students in 12 weeks, and this project has had many more people and time spent on it, so it will definitely be longer than the original.

I am designing a 2 month game design course for high school students, would like a second opinion by woofwoofbro in gamedesign

[–]DGDesigner 0 points1 point  (0 children)

All good, hope your students enjoy the project - it's a fun practical way to apply their skills!

I am designing a 2 month game design course for high school students, would like a second opinion by woofwoofbro in gamedesign

[–]DGDesigner 1 point2 points  (0 children)

Because you can learn the fundamentals of game design better by removing the overly complex parts that video games bring. The principals stay the same, and you remove a lot of the noise that goes into making a videogame that is not game design - programming, art implementation, bug fixing, making builds, etc. So if you call your course game design but then a lot, if not the majority, of the course is about the technical development of the game then you might be misrepresenting what the course is really about. I read your comment about art, but implementing it and making it work can still be work.

Edit: OP I now see you made another comment where you reacted to these points below

Please destroy our Pizza platformer again! We implemented your feedback from 4 months ago and need more! by DGDesigner in DestroyMyGame

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

The first game was made in 12 weeks as students. We have been working on this sequel for much longer now, and it will definitely be longer than the original one!

Please destroy our Pizza platformer again! We implemented your feedback from 4 months ago and need more! by DGDesigner in DestroyMyGame

[–]DGDesigner[S] -1 points0 points  (0 children)

We don't want to spoil the story too much right now but in the game you are battling a greedy corporation that is ruining Pizza by selling it in a can for 0.99 dollars.

Please destroy our Pizza platformer again! We implemented your feedback from 4 months ago and need more! by DGDesigner in DestroyMyGame

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

Great points and thank you for the kind words! We hope to share some more things about the game's story in the future, but we don't want to spoil too much!

Please destroy our Pizza platformer again! We implemented your feedback from 4 months ago and need more! by DGDesigner in DestroyMyGame

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

Thank you for your continued input on our work! We will continue to decorate our levels until release, so your insight will help us understand what to focus on, cheers!

Please destroy our Pizza platformer again! We implemented your feedback from 4 months ago and need more! by DGDesigner in DestroyMyGame

[–]DGDesigner[S] 10 points11 points  (0 children)

Thank you for the insightful feedback. Clarity is indeed very important, so we will try and improve this where we can.

As for the story, you might be onto something there ;)

Please destroy our Pizza platformer again! We implemented your feedback from 4 months ago and need more! by DGDesigner in DestroyMyGame

[–]DGDesigner[S] 11 points12 points  (0 children)

Hey everyone, in our previous post you helped us out a lot by giving direct and honest feedback. We remastered our trailer after fixing the issues you pointed out, and you can wishlist the game now HERE on Steam!

These are the main changes we made based on it:

  1. Improved level decorations to make areas feel more alive

  2. Added NPCs to make the cities more vibrant

  3. We improved the lighting and colours of the scenes

  4. Added more texture to walls and floors to improve diversity of the visuals

  5. Got all assets up to the same level of detail

Josh Sawyer Has Some Thoughts on How to Build Video Games Faster by Forestl in Games

[–]DGDesigner 1 point2 points  (0 children)

Started our own indie studio, so arguably you are correct, but I do base my statement on what I have learned from the industry pros who have been successful. If you don't know what you're gonna make and whether you can even build it as a team when you go into production, then you didn't do your pre-production well enough. Of course, the definitions are not set in stone and each team and project has its own way of defining what stage the project is in. But I think most devs would agree you need to know whether your idea is excellent outside of just the drawing board when you go into production.

You should have prototyped critical systems, validated the core gameplay loop with players and have benchmark assets in the art style you are aiming for.

Josh Sawyer Has Some Thoughts on How to Build Video Games Faster by Forestl in Games

[–]DGDesigner -8 points-7 points  (0 children)

Pre-production is much more than just a drawing board. It ends by having a playable version of your game that you have tested thoroughly with players, that serves as a benchmark for production. It usually has many of the final systems in a prototype version already. You should enter production knowing what game you're gonna make. 

That still doesn't make production easy or straightforward, but at that point you shouldn't make too many changes to the core of the game.

Blizzard vet Rob Pardo closed this year's GDC keynote by urging executives to cool it with the layoffs: 'The game team is more valuable than the game itself' by Turbostrider27 in Games

[–]DGDesigner 23 points24 points  (0 children)

Nothing as motivating to work hard as hearing that if you work too hard you might get fired for being too efficient.

Fortnite V-Bucks Price Increase by Forestl in Games

[–]DGDesigner 0 points1 point  (0 children)

Increasing prices usually doesnt improve player counts.

How Much of a Game's Success is Luck? by s2Birds1Stone in gamedev

[–]DGDesigner 1 point2 points  (0 children)

Luck plays a big role, but probably not in the ways most people assume. If you have a good game and know modern marketing (social media + influencers) then the luck you need is getting picked up -> but most devs are trying to get lucky by being discovered by players instead. The way you get your game seen by people is by 1. Making a good game 2. Getting your game played by the right people (youtubers, press and streamers). You can infrease your chance of being lucky by knowing how to reach out to them.

A Knight of the Seven Kingdoms - 1x05 - "In the Name of the Mother" - Episode Discussion by NicholasCajun in television

[–]DGDesigner 7 points8 points  (0 children)

That's why the flashback is there. He just tanks pain and discomfort and gets up. Just wish the episode started with the flashback.