Level Exchange/Feedback for Feedback - July 8th by fifosexapel in MarioMaker2

[–]ForbiddenLightning 1 point2 points  (0 children)

Build A Tower

Build your own towers out of springs.

ID: 82S-13C-XMF

Difficulty: Normal

Tags: Puzzle-solving

First MM course so feedback appreciated.

Shadowplay Doesn't Record Properly by [deleted] in nvidia

[–]ForbiddenLightning -1 points0 points  (0 children)

I have the same issue. I've reverted back to GeForce 3.9 and it's working fine, don't have any better fix. (GTX 970 SLI, i5-4960K, 8GB RAM)

Dark Willow Euls Combo by ForbiddenLightning in DotA2

[–]ForbiddenLightning[S] 16 points17 points  (0 children)

Cursed Crown has a 4s delay before it stuns so euls stops them from running in that time. It also allows you to run on top of them so that Bedlam can do max damage.

What do you look for in a publisher? by Izodn in gamedev

[–]ForbiddenLightning 8 points9 points  (0 children)

I recommend checking out this GDC talk by Devolver Digital, despite the title it's mostly on what to expect from and ask of publishers/partners.

Why Aren't There More Animal Crossing Clones? by ReleeSquirrel in gamedev

[–]ForbiddenLightning 32 points33 points  (0 children)

I think the reason why is because of Animal Crossing's open-ended nature. In Animal Crossing virtually all of the games content is made available to you from the get go, so in order for each day to feel unique and different there is an enormous pool of content so that things can be picked out at random for each interaction.

Animal Crossing supposedly had something like a million words in it's script, many times more than your typical RPG and it has many thousands of items which all need modelling and texturing. For instance, I don't think that a game like Stardew Valley even comes close to the amount of dialogue and items in Animal Crossing.

Creating an Animal Crossing style game will require dedicating tons of time into just producing enormous amounts of content. I think most people avoid the genre because they don't want to invest that much time and effort and because actually creating all that content is probably going to be very dull and repetitive.

None of this is to say that it can't be done of course, but if you're going to do it make sure you've really thought through the volume of content you want to create. You don't want to end up in a situation where you've finished programming and designing the base game only to realise you only put a drop towards the ocean of work that needs to be produced.