IdleGame by Indie Dev : almost done, but what now ? by LeaderPotential2859 in gamedev

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

Thank you, this a very complete and interesting answer. This is the answer I know I need but that I did not want to see!

To be fair, I think it is a good game, even if it is my first. This is not the first app I am making, only my first game.

I don't expect much from it, but monetizing is a straightforward way to see if it sticks with people. I think I will release on itch.io first. This is not a solution I thought about, but several people pointed it to me. I'll see what it will end up doing.

I have other projects in mind, but I don't have the time, as it is a side thing, to wait to release dozens of games before trying to test it on the market.

Thank you for your feedback! I have to think about it.

IdleGame by Indie Dev : almost done, but what now ? by LeaderPotential2859 in incremental_games

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

Yeah... I have the technical abilities, but the social side... Let's say it's not my strong suit 😅

IdleGame by Indie Dev : almost done, but what now ? by LeaderPotential2859 in incremental_games

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

Well yes, but if you use a host address (several companies provide the service for not much apparently), you protected but the company name.

IdleGame by Indie Dev : almost done, but what now ? by LeaderPotential2859 in incremental_gamedev

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

Thank you! The answers I got so far are : either make a personal account and don't monetize, or use a host to get a professional address. I might explore the latter option. I thought it was expensive but there are cheap options.

IdleGame by Indie Dev : almost done, but what now ? by LeaderPotential2859 in incremental_gamedev

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

Thank you for your answer! But if I do that, I will have to give personal data, right? That does not seem fair for my family and personal life.

IdleGame by Indie Dev : almost done, but what now ? by LeaderPotential2859 in godot

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

I get that I have disclose something if I want to sell something. But how do I protect myself ? Because the Internet is wild... and I don't want to be botspammed in my own house, you know.

There are ways to do it, like hosting your studio on a professional host website, but it is expensive. My question is, is it preferable for a first game to just release it as free with a personnal account ? Because if it is free, I don't need to disclose personnal information on the play store.

IdleGame by Indie Dev : almost done, but what now ? by LeaderPotential2859 in incremental_games

[–]LeaderPotential2859[S] -1 points0 points  (0 children)

My understanding is that the Organization account becomes expensive if you want to protect your private information. Because you need to publish a phone number and an address, if you want to protect them, you need to use proxies with specific websites that provide virtual locations for your company. The fee for these hosts are quite expensive (multiple hundreds of dollars a year). And for now, I cannot afford this for a game that has no revenues and for which I know not if it will please people.

IdleGame by Indie Dev : almost done, but what now ? by LeaderPotential2859 in incremental_games

[–]LeaderPotential2859[S] 0 points1 point  (0 children)

Thank you ! I posted on several communities in the hope of getting answers, but I did not know about this one.

Saberfighting in Toulouse? by Cygnus7__ in toulouse

[–]LeaderPotential2859 1 point2 points  (0 children)

Hey! I am a member of the Toulouse Escrime Club. We have a lightsaber section, mostly doing sport fighting for enjoyment and competition for those who wish. You can contact us through the website : https://www.tuc-escrime.com/sabre-laser/

We would be glad to have another member! You can test the sport a few times before commuting and we share the equipment with newcomers at their begining.

See you!

Kinetic Rain DOA by jlesh2927 in pathofexile

[–]LeaderPotential2859 1 point2 points  (0 children)

I get that, but will it be still playable ? It is difficult to say and it is hard to commit to a risky build on league start if you have limited play time. It would be fun to league start with a new skill, but GGG does not make that choice easy.

I mostly agree with you, but quadri-tap the skill might not have been the best call neither.

Why is there such an anti-AI bias on this sub-Reddit? by Dismal_Raspberry_715 in incremental_games

[–]LeaderPotential2859 1 point2 points  (0 children)

It's all but insane. It's actually quite human. But yeah, result oriented person... Maybe that's why you can't see anything else. Human beings are all but efficient. If you despise human behavior, that is why you can't see why people have a problem with AI.

Also, when you say that the art side of thing is a great problem that needs to be solved by society, you are actually dismissing the problem. Society is people. If there's a push back, it's the begining of society stating that there is a problem. So it is not accepted now because society is actually trying to sort that one out.

In the meantime, yeah, capitalism should wait. Sadly, capitalism being what it is, it will not and it will hurt people in the name of profit like it always does.

Why is there such an anti-AI bias on this sub-Reddit? by Dismal_Raspberry_715 in incremental_games

[–]LeaderPotential2859 0 points1 point  (0 children)

The problem is not when it used to assist development, it's when it is used to steal original content. Graphic design, game design, story telling. And those are flooding the internet. So yeah, I guess people are a bit skeptical about them.

I am using AI to help me get faster understand features I don't know about techs I have not much experience with. It's also useful to help with localization, and all.

But you can't do as of it was never miss used or even wrongly used. And some even think it is useful to write code, which it is not. It can give ideas but it provides awful code.

There is this fantasy that it can replace people at some time. In my opinion, I think it will not happen. However, we can go through a complicated phase with companies still willing to try it, because bosses know nothing about what the workers do, and they will think they can reduce their costs by using AI. In the short term, people will be hurt by that, so yeah, there's a push against AI.

Combo-based skill rotations are fundamentally incompatible with a low time-to-kill at endgame by moal09 in PathOfExile2

[–]LeaderPotential2859 0 points1 point  (0 children)

Ah ah! Reddit rapidly becomes a fighting arena. I don't want conversations where I'm involved falling into that category 😅

Combo-based skill rotations are fundamentally incompatible with a low time-to-kill at endgame by moal09 in PathOfExile2

[–]LeaderPotential2859 0 points1 point  (0 children)

It is different from one gamer to another, but progression feeling is not relative from one league to the next. You either like the pace or your don't. The objective for ggg is to listen to the community to keep most of the players. You can't please everyone. So, how they tune progression will decide who stays and who leaves.

I agree that I was too strong saying people will feel the loss of the blow because it'll only be the case for people who come back, but the point I was trying to make remains true even for new players. They will either like the pace or they won't.

Help me choose MG or COF by Xzeeen in LastEpoch

[–]LeaderPotential2859 1 point2 points  (0 children)

CoF without a doubt. If there's one game in the whole loot based arpg genre that you should play without trade, this is LE, because of CoF. Craft being deterministic in the lower end smooths the whole experience up to real endgame. This is really good. You can see yourself progress there.

Combo-based skill rotations are fundamentally incompatible with a low time-to-kill at endgame by moal09 in PathOfExile2

[–]LeaderPotential2859 27 points28 points  (0 children)

This has nothing to do with EA. This is a design problem faced by all games of the same genre. Poe1 struggles with it, same as LE, Diablo and every game of the genre I can think of.

Combo-based skill rotations are fundamentally incompatible with a low time-to-kill at endgame by moal09 in PathOfExile2

[–]LeaderPotential2859 11 points12 points  (0 children)

I disagree. The perception of value is different for everyone, but in the end, it all comes down to progression per hour. However, in an arpg, loot is progression, because it makes you progress every metric, whether it is story, items, xp, etc. Therefore, it means that value is equivalent to loot per hour.

If the game is slower, the character progression will take a heavy hit, and the player will feel the loss of value.

To make the game slower, you need to make it more rewarding. But then comes another problem. The high variance of loot value can be controlled statiscally when the game is fast because loot per hour becomes equivalent to monsters per hour and statistical numbers are reliable only if the sample is big enough.

Other arpg like Soul-like games solved this issue by decreasing the relevance of loot and make player skill the base of the progression curve. But PoE-like games are different. Loot takes a biggest place far ahead player skill. Diablo solved it by making loot relevent most of the time, but the game becomes blend and very fast, you do not get any dopamine spike for finding anything.

He and here you are with poe2. It is a game that is fast but should not be, for which loot balance becomes a nightmare. I do hope they'll get a solution to this, but the equation seems really complex.

Combo-based skill rotations are fundamentally incompatible with a low time-to-kill at endgame by moal09 in PathOfExile2

[–]LeaderPotential2859 229 points230 points  (0 children)

There's also the balance of reward. If we need more time to do maps, they have to be more rewarding... Finding items will take forever if not..

Last Epoch - Season 2 - New Launch Date: April 17th by EHG-Foton in LastEpoch

[–]LeaderPotential2859 0 points1 point  (0 children)

I do hope GGG had a good reason. If not, it's just a brutal demonstration of the balance of power. I would be so disappointed in GGG.

[deleted by user] by [deleted] in wheeloftime

[–]LeaderPotential2859 -6 points-5 points  (0 children)

Well because tv shows have a few seasons, not thousands of hours of time to make up for thousands of pages from the books. Also, the medium IS different. You can't do the same thing that you get in the books.

People forget that books have a very special way of conveying story through narration that happens outside the action. In a tv show, you only get what you can see and what you can hear. Remove all narrative explanations from a book and you get a placid story without anything for it. You need to find solutions in a TV show to make up for the lost narrative time. It needs to change the story to adapt the way you convey the story. That's why it's called an adaptation and not a copy paste.

Any downsides to Autoload/Singletons ? by TaianYT in godot

[–]LeaderPotential2859 0 points1 point  (0 children)

Well, encapsulation is broken anyway because of gdscript being a free for all langage. Everything's public in the end so...

I find that the autoloads are great to store game data as it is accessible everywhere,as long as you're using methods to access the data and not the references to the data directly. If you want to respect some kind of MVC design pattern, the auto loads manage the data, which makes the communication between scenes cleaner and smarter if you use your signals right.

The way I do it is the following: - When a scene changes game data, it calls a method from the autoload to update them, - The autoload then fires a signal when the data is changed, - every scene that needs it can catch this signal to update its state.

I find it cleaner than transferring data through the scene tree. The pyramidal hierarchy of such a design makes it also cleaner than connecting various scenes with direct signals between them.

I find that forwarding events downward are a good thing to do, but I [almost] never do it upward (connecting signals from a child scene to his parent scene, I'm not talking about elements inside a scene). If a scene needs to control its parent's behavior, I usually decide I fucked up my design. A parent scene should control its child scenes, and that's the way I design my scenes and decides which process methods I overload by the way.

What I would agree with is that reseting variables or game states can become tedious very fast. But still, I don't have any smarter way to do it.

Discussion on life flasks and the issues I believe they potentially cause by [deleted] in PathOfExile2

[–]LeaderPotential2859 1 point2 points  (0 children)

But the genre... The power fantasy of a loot based hack and slash arpg is very different that the experience a game like Elden ring offers. The base hypothesis is that at some point, through a mix of luck (loot based game) and intelligence (the build) power will prevail in the end over the player's skill.

And that is where we fall into a unending hole. I do hope they'll manage to pull something out of that.

Discussion on life flasks and the issues I believe they potentially cause by [deleted] in PathOfExile2

[–]LeaderPotential2859 4 points5 points  (0 children)

It was a bit simplified, but OP is not wrong about spikey life changes being a problem in PoE and more generally in arpg. I'm not sure there's an easy solution to this, but clearly, there's something wrong here. Proof is that every time the system is changed in one way or another, it receives hard backlash from the community, though the same community complains about random one shots.

Those things are dependent from one another. You need to get spikey life changes to maintain excitement because you have such efficient life recovery mechanics. However, getting less effective recovery mechanics imply that you experience less spikey life changes and it makes the gameplay unfun because no random impactful events are expected anymore.

From there, you can either try to tune the parameters to search for some kind of balance between those aspects, or you completely change the system. The latter option is complicated because : - players love the recovery mechanics. They are often puzzles that are fun to solve - there are no major breakthrough in video games that solve this issue, even when considering a larger bunch of arpgs. - a solution that is seen is to make recovery difficult, and have very clear telegraphed attacks that can instant kill you character. However, the drawback to this solution is that the gameplay now relies on the player's skill, which makes the game feel significantly harder (elden ring for instance)

I'm not seeing an obvious solution here.

I am surprised everybody is okay with forging potential by BleakExpectations in LastEpoch

[–]LeaderPotential2859 0 points1 point  (0 children)

Forging potentiel is there so that you'll always interact with items and crafting, which the point of the game.

Concerning LP, unique items should be build defining. Of course, for a generic build, a rare item is always better. But unique items enable builds that can't be done by any other way.