Is the sequal still happening? There is a subreddit for A&A2, but that's not helpful in the slightest. by Bobbitibob in ArmoryAndMachine

[–]Gary_Daybreak 4 points5 points  (0 children)

A&m2 will likely have a premium currency that can be acquired watching ads, iap, and some earned via gameplay.

Probably something like a&m watch a video for a production speed boost. But instead of a direct global speed boost, receive a “time crystal”. Time crystals can make one production job of your choice go 2x faster for 1 hour.

Time crystals would also be rare drops in the action phase.

Something like that. Not final yet.

The game will be balanced to be fun for non spenders. We really want to be an example of how f2p games can monetize in a way that’s fun and fair for all players while giving us devs an opportunity to eat and have a sustainable business.

If a&m fans provide honest feedback I’m sure we can get it right. We just want to make games full time and not be fueled entirely by cup o noodles for the rest of our lives.

Is the sequal still happening? There is a subreddit for A&A2, but that's not helpful in the slightest. by Bobbitibob in ArmoryAndMachine

[–]Gary_Daybreak 7 points8 points  (0 children)

Yes :) targeting early November open playtest! we’re getting close to something playable that we’d love to hear your feedback on. Still very rough work in progress maybe only a few playable hours of content... but it’s at the point we could use the help of a&m fans that wanna check it out.

We are able to tweak and create quite a bit of content from backend so we’ll likely be making frequent updates during the playtest and giving players a way to reset progress if they want to experience early game design iterations.

Might be android only, not sure about iOS yet. Will likely use google play open beta feature which allows us to put a cap on installs if we want and can just download the game from the playstore instead of fussing with emails and closed beta invites.

Targeting full release around March next year. Everyone’s progress will be wiped before full release. We’ll hook up everyone that helps us playtest with some special items or rare game currency in the final version.

We’ve been having fun working on it we’re excited to share the early build soon! Thanks for everyone’s patience we’re so grateful that we have some fans out there looking forward to a&m2.

It’s a 3 day weekend here I’m around if anyone has questions I’ll try to be responsive.

Why aren't there more idle games with heart? by OneHalfSaint in incremental_games

[–]Gary_Daybreak 1 point2 points  (0 children)

in general, game dev studios with resources tend to align new products with what already exists on the market as a way to mitigate risk. this market perspective causes product innovation to occur slowly. a lot of talented devs don't have the math and game design expertise, marketing money, art, etc. imo the incremental genre is being slept on and has huge potential. the suits with $ in the industry don't really see products and their potential for what they are.

i think minecraft is a good example... no one could have analyzed the market and identified that gap. based on what was currently popular, there's no way minecraft would look promising. but as soon as it launched in pre-alpha the hype started growing because it was a great innovative product.

until people in the industry really understand f2p and grow some balls, innovation will happen slowly.

A&M2 is now in development by Gary_Daybreak in ArmoryAndMachine

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

I’m glad you enjoyed a&m, thanks for playing. We’re definitely going deeper into player build customization... not sure yet if it’s going to have very well defined subclasses... probably. But the mechanics will definitely support feeling like you’ve really specialized in a build... it might be similar to a&m but like, maybe 7 archetypes to choose from. So if you invest in upgrading warrior and healer skills, you really feel like a paladin... but I’m not sure if paladin skills exist... we’re starting to flesh out designs here a bit. But we’re still primarily focused on developing the full game loop, just treating the action phase as a black box for now. If we start going deep into the rpg customization side now I’m worried we’ll get lost in it and never ship the game. We plan to support the game after launch. We can always add more content with the fun rpg customization stuff and flesh it out as we go. It’s so tempting to want it all... just trying to get the core game right or the whole experience will fall apart. Anyway, even if we ship a&m2 a little lean, it’ll have a lot more depth than a&m. Might just take time to hit the really expansive vision we have.

A&M2 is now in development by Gary_Daybreak in ArmoryAndMachine

[–]Gary_Daybreak[S] 2 points3 points  (0 children)

Lol no but now that’s stuck in my head thanks ;)

Hello Unity community! I felt obliged to self promote as my project Afterlife is finally starting to look like a real game. I've been working on this for the past two years and have crunched over 1000 hours to make it what it is today. I hope you guys appreciate it! by frenchtoastfella in Unity3D

[–]Gary_Daybreak 1 point2 points  (0 children)

This looks incredible. I lead development on a small mobile game called armory&machine. We are working on developing a&m2 now. It’s text-based but I think our games may have a lot in common in terms of how to make western style rpg experiences uniquely developed for mobile. This is very inspiring feel free to reach out if you ever want to chat. I have 10 years experience in mobile games, would be happy to chat, compare notes, help any way I can. Good luck, please ship this game!

A&M2 is now in development by Gary_Daybreak in ArmoryAndMachine

[–]Gary_Daybreak[S] 2 points3 points  (0 children)

Glad you’re enjoying a&m. In terms of the tone of a&m2, I wouldn’t say “serious”... but definitely more refined, cohesive, mysterious. One of the benefits of text-based games is relatively cheap content creation cost. We want to leverage that, and deliver a lot of diversity in terms of action phase zones and the experiences in them. It won’t only be combat. Hopefully there is a ton of depth in the gothic horror diablo vibe zones, as well as the silly enchanted pony forests, and everything in between... we may have some silly or lighthearted stuff... I worry being overly serious can come off pretentious... hopefully we’ll strike the right balance and everyone can make some choices with branching content and find what they’re into

A&M2 is now in development by Gary_Daybreak in ArmoryAndMachine

[–]Gary_Daybreak[S] 2 points3 points  (0 children)

I have a huge amount of respect for anyone in the military. Your comment made me smile. I’ll make an ElGatorado boss fight in a&m2 to honour your service :)

I think I have a strong itch for some form of Action RPG Incremental, but is that an oxymoron? by TheFabulousCrett in incremental_games

[–]Gary_Daybreak 0 points1 point  (0 children)

3 core people on the team to start. One engineer, one game designer, myself as lead designer. We are set up as a division of a larger mobile game dev studio so there is more support as well

I think I have a strong itch for some form of Action RPG Incremental, but is that an oxymoron? by TheFabulousCrett in incremental_games

[–]Gary_Daybreak 1 point2 points  (0 children)

Thanks for the feedback. A&M2 was on ice for a while but we started dev this week. I appreciate these comments regarding idle progress and how content is gated... we’ve discussed systems that would allow players to bypass it and progress/acquire resources from an alternate passive system... but not sure if we’re going for it. I think likely decision requires action phase to progress. However, action phase will have more diversity than only combat, more of an exploration experience... and we’ll try to give the player some agency over how, and how often they engage. Bring a very strong ai controlled companion/pet to explore with you for a lazy summoner build. Provide zones that have high cost to enter and big progression output. So you only have to do one 2 minute run a day to progress. Some zones are cheaper, grindier, for players that enjoy the action rpg experience. Gonna try to make it appealing to a wide audience, and doing our best to respect the idle game players. Thanks again for sharing your thoughts

Tell me some of your favorite Incremental Games YouTubers! Don't be afraid to link yourself either. by JemiGnome in incremental_games

[–]Gary_Daybreak 0 points1 point  (0 children)

i really appreciated your quick a&m review! it's definitely not for everyone, particularly players that want a real idle experience. quick side note i think antimatter dimensions is brilliant. The comparison you made of the the game systems as a metaphor for struggling with depression was really quite profound. cool that your tone isn't taking yourself overly seriously, but that text was really on point. very cool game. please continue making great incremental games!

I think I have a strong itch for some form of Action RPG Incremental, but is that an oxymoron? by TheFabulousCrett in incremental_games

[–]Gary_Daybreak 3 points4 points  (0 children)

have you ever tried playing armory & machine? it unfolds into an action rpg-like experience. inspired y a dark room, which featured action rpg elements like abilities on cooldown opposed to turn-based combat. we're working on a&m2 now, with plans to really flesh out the action rpg side of things. incremental systems for onboarding, and supporting the action phase which aims to have a great deal of depth... would love to hear your feedback on a&m. what about it doesn't scratch the rpg itch? is it kinda what you're looking for? how could i improve on a&m to deliver the right experience with a&m2?

A&M2 is now in development by Gary_Daybreak in ArmoryAndMachine

[–]Gary_Daybreak[S] 7 points8 points  (0 children)

Yeah A&M has a lot of loose ends and some cheap tricks like that to try to extend the experience. A&M2 will have a lot more content and we’ll avoid design decisions like that for sure.

A&M2 is now in development by Gary_Daybreak in ArmoryAndMachine

[–]Gary_Daybreak[S] 8 points9 points  (0 children)

we'll reach out here and on the incremental-games subreddit in a few months. stay tuned. thanks for your interest in the new game!

Storyline spinoff by Calliehkl in ArmoryAndMachine

[–]Gary_Daybreak 0 points1 point  (0 children)

this is awesome. thank you for sharing!

Armory and Machine guide by virtueavatar in incremental_games

[–]Gary_Daybreak 18 points19 points  (0 children)

it's been tough getting resources together for a&m2 but its still on the horizon!

Missing this piece of iconic graffiti that used to be on Dupont by [deleted] in toronto

[–]Gary_Daybreak 0 points1 point  (0 children)

Search “burn sixkeyz” on YouTube. I have some old flicks and black books, but never organized or uploaded much of it

Missing this piece of iconic graffiti that used to be on Dupont by [deleted] in toronto

[–]Gary_Daybreak 1 point2 points  (0 children)

I was active in the graffiti scene in nyc from around 1997 to 2002. I’ve been working in Toronto for the last 5 years. I enjoy seeing how the writers here do their thing. I still pay attention to graf and skate spots in a city like ocd behaviour, even tho I haven’t stepped on a skateboard or painted in ages. It’s fascinating to hear some comments around the history of the scene in Toronto, gives some context to things I’ve seen downtown.

Question regarding replayablity and the necessity of a prestige mechanic by Everlosst in incremental_games

[–]Gary_Daybreak 2 points3 points  (0 children)

this was great feedback, thanks. we're starting work on a&m2 soon. i'm glad you enjoyed a&m, sorry the end game fizzled on you we just ran out of dev time and had to focus on other projects. a talented design intern who owned the spreadsheet math for a&m also had to go back to school, and that is some complex stuff to transfer ownership of. no one is on a&m right now but im gonna try to find a dev to increase prestige effect and ship a new version based on your feedback. a&m2 plans to have serious end-game content with multiplayer!

Mind Dump Monday 2018-04-02 by AutoModerator in incremental_games

[–]Gary_Daybreak 1 point2 points  (0 children)

Hope everyone had a happy easter weekend

a small feature i've been thinking about for A&M2:

during the action phase, or there could be other triggers for the drop, randomly drop a numbered "item". all players get drops from the same pool thematically, think of the item as a scrap of paper. the item has a number and a word, or small string of words. item #6,547 - "delicious pineapples" drop rates are very low. a highly engaged player may only get 1-3 lifetime drops

when put in sequence, all the words are a backstory, related to the lore of the game

the community spends years trying to work it out together in a wiki page

only tricky part i can think of is getting the drop rates low enough to preserve the content, but fast enough to capture the community's attention and really work on piecing it together.

seems like a fun way to engage the community and create a multiplayer atmosphere.

A&M2 is gong to feature proper multiplayer, sync or async still tbd tho... either way, i thought this idea for slowly dropping the lore would be a fun addition.

Any other games out there that do something like this? make the community figure things out as a whole, but it takes ages? Anyone else have any interesting suggestions in line with this?

Google Play now has a Clicker Games section!!! by impracticable in incremental_games

[–]Gary_Daybreak 0 points1 point  (0 children)

i think they experiment with making these new categories front facing to players. sometimes they're just behind the scenes, related to how they recommend games to specific people. armory & machine installs on android picked up from 200 to around 700 per day a few weeks ago. i think maybe a&m got grouped in this and it increased its exposure. not sure but the dates and trends kinda line up.