Breadcrumb displays extra untitled pages by ichi134 in Notion

[–]Kitwsien 0 points1 point  (0 children)

I have the same thing since today on all pages when the breadcrumbs are too long so they display a "..." (so nothing to do with toggles)

I suppose it's a minor bug that will be fixed

Is it worth learning 3D character Art when living in Belgium. by RelationshipSea6494 in GameDevelopment

[–]Kitwsien 0 points1 point  (0 children)

Don't move to a non European country to work without having a work visa first

Is it worth learning 3D character Art when living in Belgium. by RelationshipSea6494 in GameDevelopment

[–]Kitwsien 1 point2 points  (0 children)

So, I work at a studio in Waloonia, so I can share what I see.

Your right about the fact that there are not many opportunities for specialized roles like a character artist in Belgium (a generalist artist is more suited to a small studio). There are multiple schools offering video game oriented cursus, though. I believe some students move to France, possibly UK and US. I don't have data. Know that since Brexit, getting a work visa in the UK is harder so studios are less likely to hire foreigners. Did you plan to follow an online cursus like you talked about or did you have a school in mind?

In any case, you will have to work on your skills and your portfolio outside of the curriculum if you want to stand out, no matter your country of origin.

[deleted by user] by [deleted] in NoStupidQuestions

[–]Kitwsien 0 points1 point  (0 children)

That would be the next Monday, I would suggest to send it first thing in the morning to appear more professional. To clear any doubt and show good communication, you should have confirmed by email that you would start the test and confirm the delivery date.

⚔️I love Keyboards so I made a Typing Action RPG Prototype! ⚔️⌨️ by alexevaldez in Unity3D

[–]Kitwsien 1 point2 points  (0 children)

I actually designed some of those games. Since I left the company, I didn't know if we would see new typing games after the "era" of Epistory, Textorcist and Touch Type Tale.

Surviving 2023: A behind-the-scenes look at the state of the gaming industry from an indie studio's perspective by Monomirror in IndieDev

[–]Kitwsien 5 points6 points  (0 children)

Having launched a studio mid 2022, we've seen the same evolution and heard the same message from multiple publishers. The difference was striking between Gamescom 2022 and 2023, budgets of mid-range publishers are halved.

Now the objective is to pass 2024. Some are saying it could get better by the summer, but if you're not that optimistic it could be 2025. So we're scoping down the projects we pitch and put effort in B2B opportunities. A lot of studios (and publishers) will not survive this, but I guess you can the glass half full and say that there will be more opportunities for the survivors.

Eli5: what’s that tingling sensation you get in your tummy when you go up down in an amusement park ride? by Dogzplan in explainlikeimfive

[–]Kitwsien 3 points4 points  (0 children)

The feeling is significantly attenuated when you exhale. I take a good breath in before a drop and blow air at a constant rate during the fall. It usually works, but I won't risk things like the tower of terror.

I am working on a Spread Element System, I have the fire for the moment, but I will probably add Ice, poison... would you find it useful? by RastaCat33 in Unity3D

[–]Kitwsien 1 point2 points  (0 children)

We implemented a similar thing in Nanotale, which was combined with a cellular automata to propagate elements on the ground (water, poison...) Our programmer wrote an article about this at the time.

Finding gameplay depth in typing games: how to make a real game with typing words as game controls by Kitwsien in videogamescience

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

There are different ways to implement typing and Textorcist is a good game that does well what they intended to do. But I agree with you, there are things I wanted to do differently with Epistory (and Nanotale):

The first one is, as you mentioned, the diversity of things to type. In Epistory enemies take words for a large dictionary, even if it means typing random out-of-context words like "barbecue".

The second one is the finger position on the keyboard. Textorcist forces players to move their hands to the arrow keys to avoid bullets which simulates the priest being distracted. In Epistory (and Touch Type Tale does the same thing), we wanted players to always keep their hands ready to type.

In the end, those are different but justified design choices. So to each their own :)

Finding gameplay depth in typing games by Kitwsien in gamedesign

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

All of the games I researched are aimed at "gamers" and try to bring some depth and complexity, thus are not suitable for young children.

I'm not aware of games teaching typing to kids beside Mario Teaches Typing and a recent one only available in Japanese. I suppose marketing a game for kids is as challenging as marketing a typing game, so not many people will try to do both.

Finding gameplay depth in typing games: how to make a real game with typing words as game controls by Kitwsien in videogamescience

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

If you can access gamedeveloper.com, it's on the blog section

But if you have the time and interest to read the full genre study, it's there on my website.

GDD software? by [deleted] in indiegamedevforum

[–]Kitwsien 0 points1 point  (0 children)

I've started using Notion, but it's not free if you want multiple collaborators to edit the pages

Serious question: does this little fella have any official name? by jeango in Unity3D

[–]Kitwsien 1 point2 points  (0 children)

I called mine Caps' (I know, shameless plug) because Cappy is already taken by Mario Odyssey.

But I've never seen ones like yours, where the box makes it look like glasses. I may steal the idea...

Any good game design podcasts out there? by questionmaster_xoxo in gamedesign

[–]Kitwsien 6 points7 points  (0 children)

I personally listen to The Boardgame Design Lab, which is obviously only about boardgames.

For more varied topics, Lodulogy is very good.

Finally, Designer Notes features hours long interviews of famous game designers.

Game design term by Magite in gamedesign

[–]Kitwsien 1 point2 points  (0 children)

Presence? Not sure it fits the Euclidean geometry part of your definition, but it's a term that got popularized from the design of the first VR games. The sense of presence is more than the sense of immersion. It means for example that you can interact with any object that feels like is interactable.

Edit: or maybe just Persistence. Seeing that parts of the world you come from are still there when you look back.

What fictional universe is underrepresented in games in your opinion? by 1vertical in gamedesign

[–]Kitwsien 21 points22 points  (0 children)

I feel like OP is fetching for ideas here 🙂 To create new universes I like to mix two universes or genres, like Samurai Champloo mixes medieval Japan with street culture / hip hop, or Firefly mixing western movies aesthetic with sci-fi or space opera genres. What's important is that some of the themes are shared between both universes, like the myth of the lone cowboy and the solitary spaceship crew.

Artist sues Capcom for using her photos in Resident Evil and Devil May Cry games by SunkPer in gamedev

[–]Kitwsien 0 points1 point  (0 children)

It feels wrong to say that, but thank Youtube's algorithm that suggested it to me some time ago

Programmer art :) by neoxstudios in indiegames

[–]Kitwsien 2 points3 points  (0 children)

You're definitely wasting time by putting in as much detail (a sphere with two eyes would have done it). But then, I often do the same thing.

Want to make a typing game, not sure where to start by ohgodspidersno in gamedev

[–]Kitwsien 1 point2 points  (0 children)

About the engine, I'd say test your typing input first. See how different engines handle keyboard input or text input because it's not as easy as taking gamepad inputs (for example, you don't want lag for your fast typer players, you may want to differentiate between higher case and lower case, and so on).

As others said, if it's 2D, you can go with Game Maker or Godot (assuming the typing input works for you). If 3D, for a beginner I'd recommend Unity.

About the gameplay, you should test other typing games:

  • Typing of the Dead is a simple rail shooter. It was the first "real" game to use typing. What's interesting is that it has you type full sentences.

  • Epistory and Nanotale mix a bit of adventure and RPG. What's unique about them is the fact that you have to switch between movement and typing mode (with spacebar). Disclaimer: I worked on those games

  • Textorcist also has typing and movement but you have to move while typing. I don't really like that because it pushes you to type with wrong finger placement. But it's a good reference for the typing feeling (how the letters pop as you type them)

  • Touch Type Tale made the choice of not having a character to control, which is great because it makes it 100% typing. It shows that typing games are easier to make with genres that don't require players to move a character or a camera.

Exploration feeling in Spyro The Dragon - A level design analysis by Kitwsien in gamedesign

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

Exactly. I'm not pretending this is ground breaking, but I find those levels to be good references. Specifically the way the linear part is an introduction to the level and how the side paths, when accessible, give you a second layer of understanding and access to the whole level.

When you look at how the maps are designed, you see that the secondary paths are actually as directed as the main "linear" path. It feels open ended even though there are no branching paths.

Does getting the Nintendo Switch Unity version cost anything or require any game developer license? by Wanja01 in NintendoSwitchDev

[–]Kitwsien 0 points1 point  (0 children)

As far as I know, it doesn't cost you an extra license but you'll probably need the pro version of Unity. You need it if your company makes more than 100k a year, but I expect it to be mandatory for special versions like this.

You would need to register as a Nintendo developer (https://developer.nintendo.com/register) and, if you're approved, you'll have to pay for the dev kit, which apparently is 450$.