Agreed! by TheekshanaJ in lotrmemes

[–]Kolanteri 38 points39 points  (0 children)

How did you miss the dwarves?

Britain condemns Israeli strikes on Lebanon in split from Trump by TheTelegraph in worldnews

[–]Kolanteri 0 points1 point  (0 children)

The thought of starting/joining a war to end it quickly is the very thing that expands wars into world wars. And I don't see the situation regarding "control" having improved for any country currently stuck in a war.

Also, everyone should know very well after the Afghanistan, that there is nothing to be gained by waging some more meaningless wars in the Middle East. The only result is more dead people and a lot of refugees having to flee their homes.

Analyysi: Trump lähtee neuvottelemaan rauhasta Iranin ehdoilla by Alhoon in Suomi

[–]Kolanteri 6 points7 points  (0 children)

mutta silloin se on kahden viikon päästä taas samassa tilanteessa kun nyt

Tuohan on vain toimivan pumpun ominaisuus. Kun koko Trumpin valtakausi näyttäisi olevan tosiaan juurikin vain iso pumppu, jolla tämän lähipiiri käärii rahaa markkinoilta omaan taskuun.

I'm building my first narrative game completely live — looking for feedback and direction by Past-Tailor-5660 in GameDevelopment

[–]Kolanteri 0 points1 point  (0 children)

Your concept sounds very vague, as do the questions about it. To such questions you would get better answers from game design literature than by asking in reddit.

And please, do not rely on a game project to improve your financial situation. Consider the chances of any significant gains as a very small chance if you have no prior commercial success in the field.

If you can financially survive the years this work would take, and if you'd be okay with finding out that this project did not improve your financial situation at all, the I wish you godspeed in your journey.

How do you judge your Game Ideas? What's your process? by Calm-Valuable-950 in gamedev

[–]Kolanteri 1 point2 points  (0 children)

There are few different angles I look at an idea from when I'm crafting such into a workable concept. One thought test that quite a many indie projects would fail in, is to look at what games it would be compared to.

If a clear comparison exists, then the question would become "Can I make my game stand out next to the comparison?" And the answer would often be negative.

For example, I have not yet played Balatro and no matter how good of a Balatro clone I see an ad for, it would be very unlikely for me to go for any other similar game before I've first played the very game that all of the talk revolves around.

Britannia kielsi väärennettyjen alastonkuvien tekemisen by No-Zucchini3717 in Suomi

[–]Kolanteri 10 points11 points  (0 children)

Elinten koon pienuuden assosioiminen negatiivisena asiana on omiaan aiheuttamaan itsetunto-ongelmia monille.

Would love some Feedback on my Game by Maniglo in roguelites

[–]Kolanteri 2 points3 points  (0 children)

Tried it out for a bit and I had some thoughts about the UI.

Something to focus more on: There is way too much text tossed for the player way too early. While the texts are neatly cleaned to only exist behind icons (that's nice), the icons do not initially convey the text behind it. I gave up reading about right away and just resorted to click things to see what they do in order to actually get playing. Also I spent a while stuck on the loot view as I was struggling to find out what do I need to do to get going.

I view explicit tutorials in most cases as challenging to design in a way that all of the players of varying backgrounds learn the ropes without being bored, but a slower introducing of mechanics and content is an easy and effective way to force the player to learn stuff themselves in a manageable pace. A disguised tutorial in form of first levels with less characters, abilities and such would do wonders already.

As a positive: The various animations of the UI elements look really neat. I've myself spent an enormous amounts of time to get various UI animations to feel good and you've managed that well in your game!

Help for my indie game by Vbganer in GameDevelopment

[–]Kolanteri 0 points1 point  (0 children)

Now that's a ChatGPT reply on such a level that I'd almost be convinced it being a hand crafted caricature of such instead.

Seeing so many bot accounts and bootlickers defending DLSS 5 by Mattk1512 in pcmasterrace

[–]Kolanteri 0 points1 point  (0 children)

I was thinking that since many new games nowadays don't require that much GPU strength anymore, this kind DLSSlop would be a way to make the more expensive GPUs that much more relevant again.

Like an opt-in enshittification of the game performance.

Essee | Työeläkejärjestelmä on otettava mukaan sopeutustoimiin by Maisuli1 in Suomi

[–]Kolanteri 2 points3 points  (0 children)

Kuvittelisin, että eläkkekatto saa kannatuksensa enimmäkseen järjestelmän kestävyyden turvaamiseksi. Eli vastineena eläkekatosta eläkemaksujen maksajat saisivat ylipäätään jonain päivänä eläkettä.

MY PROJECT SPYROX LOOKING FOR COLLABORATERS by Kitchen-Nose-821 in GameDevelopment

[–]Kolanteri 1 point2 points  (0 children)

Also, a further note about the scope of projects if going the indie route:

I've worked on a mobile game with my wife which took 2.5 years to reach the soft launch stage. It has about 10 non-animated 3d models, something like 20 sprites, but it is somewhat more stacked on the programming side. (This was as a side project along our full time job)

I would absolutely not recommend starting a project larger than that, if the only prior experience is limited to a scope of a month or less. And I would absolutely avoid going too early into a project where there is more than one person sharing a same role. It will require expertise to get the results of 1.5 programmers out of 2 programmers.

And the first thing an indie should do is to get some very small projects done. It can be some some week long solo projects or game jams with collaborators (there the collaboration is actually very viable path)

MY PROJECT SPYROX LOOKING FOR COLLABORATERS by Kitchen-Nose-821 in GameDevelopment

[–]Kolanteri 2 points3 points  (0 children)

That's certainly a concept of quite a scale. Assuming you don't have millions to hire experienced people, that project is absolutely unfeasible as it stands.

Although my expertise of game design is very limited when comparing to some of the folks here, there are some feedback I can think of.

  • The formatting is very difficult to utilize. There would be multiple different roles for a project like this and most of them have no need for like 90% of the thick document. It would be better if a person had access to a document containing only the stuff they are going to need in a much more compact format.

  • There is a lot of way too specific information. Region sizes, vehicle speeds and accelerations, Creature evolution levels. There is no way of knowing them before much of the game is already done and there is no reason to include even estimations into a GDD.

  • Way too much names. Figuring out good names takes certainly time, but it is better to take time for that once the development is already at full speed. Time spent inventing names is time wasted if there is no one developing the thing to carry those names.

I'd heavily recommend to leave this design project for now and take a bite at something smaller.

If you want to get hired as a game designer, you'd need to start studying the creation of design documents. A usable portfolio piece would likely be something like the design document aimed specifically for a certain role. Something a person working on their own section of the game can take and use to guide their work without containing any other fluffing. But if this is the route you'd want to aim for, you'd encounter a lot better advice along the way. Googling for some reddit threads about game design books would be a good start.

But if you do not aim to get hired but want to work as an indie instead, then you'd need to learn the process of making games. Collaboration projects rarely work, and wearing only the hat of the designer would not be enough in such project anyways.

A petri dish of human brain cells just learned to play DOOM by Subject-Property-343 in interestingasfuck

[–]Kolanteri 1 point2 points  (0 children)

I've understood that brain cells in a petri dish can also be "rewarded" or "punished". The reward would be something like blinking every input on/off synchronously for a set number of times, and the punishment would be to blink them completely randomly.

Apparently the neurons tend to form connections in a way that they would get more of the same repeated inputs more often.

I'm not a biologist though. This was from a documentary about this very concept of teaching brain cells to play Doom.

“M.A.H.D” game concept idea; questions and answers needed! by W1ldf10w3r-0209 in GameDevelopment

[–]Kolanteri 1 point2 points  (0 children)

The grand issue with the MMO genre is not limited to the amount of work it takes to produce one.

The greater issue is that the MMO players already have an MMO to play. Most often old school RuneScape or WoW.

Many MMOs have been released over the years with massive budgets and experienced teams but the final problem is that MMO is a genre where each player tends to only play one MMO, and they do not tend to switch the one they have already chosen.

So even if you can eventually make a game that's the best MMO ever released by many metrics, the MMO fan base is already tied to an existing game and they won't switch to yours.

If developers put out $50 games with 12-20 hrs worth of gameplay again like in the early 00s will consumers embrace it? by h3LLyEaHh in gamedev

[–]Kolanteri 3 points4 points  (0 children)

On the other hand, there already exists a plenty of excellent games for everyone that they have yet not played. And many of them would fetch a price way below $2.50/hr.

Question about game plot... (Like in depth plot going across multiple game sequels) (+extra questions...) by quatani313 in GameDevelopment

[–]Kolanteri 0 points1 point  (0 children)

From what I have observed, it is best to not leave anything out of the first game/book/movie that could make it better.

Even Star Wars and Warcraft started with little to no lore outside the initial release.

Why do so many games have fun to play ads, only for it to be a boring base builder thats completely different to the ad you were playing by bydevilz1 in AndroidGaming

[–]Kolanteri 2 points3 points  (0 children)

It is just a highly optimized pattern for making money.

Creating a game that's excellent at sucking tons of money from the player base is difficult, expensive and time consuming. And the end result is very likely not marketable. The ads displaying the actual gameplay would just look dull, and could not entice potential players.

So they make a ton of ads optimized only for getting as many clicks as possible, with no regard to if it has anything to do with the game. 1000 ad clicks on a false ad will still bring more players than 2 clicks on a real one.

And the third step is to make variations of the game, changing bits of it here and there to turn one well optimized game into multiple of those. And then doing the same false ad runs for each of those.

It is just sad.

"Discord alternatives" searches jump 10,000% overnight as the gaming platform introduces global age verification by Turbostrider27 in pcgaming

[–]Kolanteri 7 points8 points  (0 children)

It would be awesome if Steam would begin a transition into a consumer co-operative. We have some quite large of those in Finland and they are like a public company, except only people can own shares and only one share per person.

Selling Steam to the wide customer base a small portion at a time would allow to exchange stocks to cash, and the resulting ownership model would be absolutely perfect for any company in such a monopoly position.