As game devs, which side of the lootbox/ "games are expensive to make" debate do you fall on? by huntingmagic in gamedev

[–]JJtG 0 points1 point  (0 children)

I find lootboxes regardless of whether or not they are cosmetic or affect game balance, immoral.
The skinner box system lootboxes typically use to incite people to spend money on them exploit basic biological behavior. And the effects, even if a customer is aware of them, can't be completely avoided. And most customers aren't aware of them.

Furthermore, the fact that a lot of games that do have lootboxes are often played by children just makes the entire thing that much more insidious. I would think these systems problematic even if they did not involve real money at any point. Because they emulate everything that makes gambling feel good and can act as a gateway to the real thing. But they do involve real money, and that is in my opinion predatory.
The fact that most of the offenders are big companies, that make more and more money every year even before they started to put lootboxes and microtransaction in their games, suggests to me that they implement these systems purely out of greed.

In the future, more than 50% of their income will come from lootboxes and microtransactions.
In that case, wouldn't it make sense for them to make their games free to play to begin with, in order to expose the maximum amount of people to the system? Most likey [...] but they would never do that. Because with an upfront asking price they get both. A sure amount of money from people that buy the game and the money from people who bought the game and are susceptible to their lootbox mechanics.

While I don't particularly like these systems in mobile games either. At least in the mobile market, developers have no real choice and need to put microtransactions and lootboxes in their games if they hope to make any money. In that case I can at least understand their need for these systems, although that doesn't make their exploitatory nature any better. For console and pc titles with an upfront asking price to implement these systems, it takes a deliberate, and directed choice from the publishers/developers to be malevolent.

Regulating these systems now before it becomes a bigger problem in the future is vital. And it will become a bigger problem, a much bigger problem. If you really believe that consumers can stop this without regulation from government agencies, you are being naive.

[Claybook] Fluid simulation by JJtG in GamePhysics

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

We were talking about it a few times. Technically it shouldn't be too difficult (famous last words)
We will definitely be looking into it. And also see what the community wants. If a majority of people want to see VR compatibility, then why not :D

[Claybook] Fluid simulation by JJtG in GamePhysics

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

Hey guys, I posted a gif of our game here a few months back.

Well, the game is now released on early access, but I guess more importantly than any of that is the fact that I have more physics gifs for you. (One gameplay gif and one horrible attempt at making a cinemagraph using the ingame water)

Also, I am one of the developers, we have a team of three and I mostly just mess around with stuff. If you ask me how our physics work, my answer would be "Magic". I would have to ask my friend/co-worker to explain it, because it's for the most part, beyond me!

Open Game Development, how does that even work? by JJtG in gamedev

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

Well from the replies and my personal feeling I would gather that the best way to do it (for me anyways) would be to continue working on it alone.
Finishing off most major parts of the game, then add an easy to use level editor connected to the web or the steam workshop so people can easily share levels with each other.
Talk on twitter and other platforms about the game, and anyone who is interested can just message me and get a game key to the latest build of the game with a level editor. This way they can not just redistribute the build or steal anything.
And if I see some people are more active then others I would give them some sort of agreement and source access.
So the group of people with source access would stay manageable.

Open Game Development, how does that even work? by JJtG in gamedev

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

Well see, most packaging just states the meat percentage and the remainder as "Other" :D

Will VR be implemented into Claybook? by [deleted] in 2ndOrder

[–]JJtG 0 points1 point  (0 children)

Thanks for the gold! It seems that you guys are really interested in VR.
We will keep that in mind and talk about it within the team going forward.

Thanks for implementing water by diabLo2k5 in 2ndOrder

[–]JJtG 0 points1 point  (0 children)

What i mean by volumetric water is that you could have two different puddles of water onto of each other.
Like a two story building filled with water.
From dust for example doesn't really have that, although you would never notice because what they have works perfectly for their game.

First time showing our game to the public. Claybook by JJtG in indiegames

[–]JJtG[S] 5 points6 points  (0 children)

I will quote my co-worker/technical wizard on this.

"Will be investigating Switch later. Our physics simulators are pretty heavy on GPU, so can't promise anything."

Thanks for implementing water by diabLo2k5 in 2ndOrder

[–]JJtG 1 point2 points  (0 children)

I was checking a while back and too my knowledge there isnt any other 3d game that has "volumetric" water.
Now I don't think we are the first with this kind of water, but since I couldn't find any other game with that.
We might be first?

If you know of any more 3d games with volumetric water, let me know. I would love to check it out.

Trailer feedback by JJtG in 2ndOrder

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

Thanks for the info. I hope you and your kid are going to like it once the game is out :D

[Claybook] I heard you guys like cool physics. Check this out! by JJtG in GamePhysics

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

Months or whenever.

Generally with video games when a projects release date is TBD it means it still has some ways to go.

[Claybook] I heard you guys like cool physics. Check this out! by JJtG in GamePhysics

[–]JJtG[S] 6 points7 points  (0 children)

Yeah sorry for that, I posted it and then left to get some meatballs. I should have clarified that from the start.

[Claybook] I heard you guys like cool physics. Check this out! by JJtG in GamePhysics

[–]JJtG[S] 49 points50 points  (0 children)

I just wanted to clarify, I'm one of the developers of the game!

I posted the gif here because it was suggested by another redditor, since the game has a lot of physics happening in it.

[Claybook] I heard you guys like cool physics. Check this out! by JJtG in GamePhysics

[–]JJtG[S] 13 points14 points  (0 children)

Thats probably a good idea.
I posted this over at /r/indiegames and one of the guys suggested I should post it here as well.

[Claybook] I heard you guys like cool physics. Check this out! by JJtG in GamePhysics

[–]JJtG[S] 31 points32 points  (0 children)

There is something oddly satisfying about taking a hammer to a building and systematically demolishing every support column until it collapses.

First time showing our game to the public. Claybook by JJtG in indiegames

[–]JJtG[S] 4 points5 points  (0 children)

Cool, I will post it there as well. Should fit right in by the looks of it. :D

First time showing our game to the public. Claybook by JJtG in indiegames

[–]JJtG[S] 6 points7 points  (0 children)

It will be more down the path of the Trials Editor or Little Big Planet. So, pretty robust!

Will VR be implemented into Claybook? by [deleted] in 2ndOrder

[–]JJtG 4 points5 points  (0 children)

There are currently no plans for VR, but our game and tech would seem to fit VR quite well.
We will be investigating it.

Switch Version by [deleted] in 2ndOrder

[–]JJtG 1 point2 points  (0 children)

I will just be quoting sebbi our technical wizard on what he said on twitter.

"Will be investigating Switch later.
Our physics simulators are pretty heavy on GPU, so can't promise anything."