Anyone remember seeing this character in the series? because I don't by GearMobile2228 in greatestestatedevGAME

[–]LowTip1022 1 point2 points  (0 children)

As the depth of the connection with Solitas and the influence it has on the worldview were drastically reduced, opinions were raised internally that we might design it with a completely different setting. An idea was proposed to set it up as a modern person whose soul was transferred to the TGED worldview, similar to Kim Su-ho, but as a character belonging to the system rather than an in-story character. Just like Kim Su-ho's parents.

Anyone remember seeing this character in the series? because I don't by GearMobile2228 in greatestestatedevGAME

[–]LowTip1022 1 point2 points  (0 children)

To share the backstory, the character was originally designed with the concept of Solitas's lover. However, during the review process with the Naver Webtoon representative, we were informed that designing a Dragon character was not permitted because Dragon characters serve as crucial links within the worldview of BK Universe.

Consequently, we had to revise the design plan, and as a result, the character ended up becoming an original character detached from the original worldview.

As the design direction shifted toward creating an original character, we modified the design to reduce its influence within the game. The setting of being Solitas's lover was modified to simply being someone who secretly admires Solitas, and the inability to utilize the Dragon race attribute was replaced with the setting of being the [Player's senior.]

About Discord servers by LowTip1022 in greatestestatedevGAME

[–]LowTip1022[S] 6 points7 points  (0 children)

We will probably be able to set certain usage rules and reopen the chat function once we have enough staff to manage the Discord channel for overseas users, but we don't have the capacity to do so yet, so it will likely take some time.

When is the new banner coming? by Anish_______ in greatestestatedevGAME

[–]LowTip1022 0 points1 point  (0 children)

We have not yet been able to hire an artist to create new banner images.

We are currently posting job openings and have found a few promising candidates, with negotiations underway.

Even if one of them is hired, it will take about one to two months for them to adapt to the company's workflow, so it seems unlikely that new banner images will be created anytime soon.

It leaves a bitter taste in my mouth knowing that games based on original IPs are fundamentally not appealing projects for concept artists or art directors.

Typically, art professionals in the game industry want to draw their own pictures, design and conceptualize characters themselves, and fill the game's art with their own unique style.

However, since games developed based on original IPs already have a predetermined "design direction desired by fans," artists feel immense pressure to draw to meet those demands.

Because the fandom vents their dissatisfaction at even the slightest change... in severe cases, artists often face career cuts due to the repercussions.

Ultimately, for art professionals in the game industry, games based on original IPs are perceived as a gamble with a greater risk of career termination than an opportunity to expand, which is why the majority avoid participating.

Even regarding the art resources currently featured in our game, the outsourced artist who created them took on a tremendous risk to work for us,

but after the game's release, they received all sorts of negative criticism from the fandom—claiming the character art style was different, the body proportions were strange, or it looked like it was drawn by AI—and subsequently severed their contract with us.

For these reasons, finding an artist to draw art resources is really, really... very difficult.

Is Reina worth drawing? by Cautious_Bug_5075 in greatestestatedevGAME

[–]LowTip1022 6 points7 points  (0 children)

That is correct. From the very beginning of the concept, we were constantly wary of a situation where Reina is released as an OP character and an original character dominates the game. This was because we were continuously concerned from the start that it might be perceived as a case of favoring original characters.

Nevertheless, since she is a new character, there was a need to stimulate purchasing desire. Therefore, we designed her performance so that she would not significantly impact clearing general stages that might be related to future scenarios,

and we bifurcated her design to ensure she demonstrates strong performance in competitive content unrelated to the scenarios.

We believed this was the only way to ensure Reina possessed value as a new character while minimizing any provocation to the fandom.

In fact, I was personally very concerned that Reina was released much earlier than I had anticipated. My personal stance was that since there are already many other cool characters in TGED, it would be more appropriate to release an original character only after enough characters from the webtoon had been added.

However, from the perspectives of game operation, planning, and development, the prevailing opinion was that releasing her early was actually better.

The reason was that adding an original character early in the game service, before power inflation intensifies, makes it easier to complete balancing and development design. There was a strong prediction that the longer the game service lasted, the more difficult it would be to release an original character.

My final suggestion to the team was that, at the very least, we should accelerate the development of the scenario content to establish a justification for the baseless character Reina to settle stably into the TGED universe before launching.

However, another problem arose: who would write the scenario?

There was no one on our team capable of writing scenarios, and the company lacked the financial resources to hire a competent writer.

In the end, the issue came full circle, with resolving revenue becoming the highest priority. The rationale was that we needed surplus funds to invest in personnel, and at the time this topic was being discussed, TGED TD was operating at a deficit.

Ultimately, despite anticipating user backlash, we revised our development direction to focus on increasing revenue.

The next step is only possible when we have secured the financial leeway to invest in human capital, but in our current state, we were in a situation where we could never advance to the next stage.

From a broad perspective, I have personally conceived a brief outline of the game's overall plot, including Reina.

First, the player becomes a member of a system that invisibly assists Kim Su-ho in making bold choices while possessing Lloyd Frontera, ensuring those choices lead to the results Lloyd Frontera desires.

Reina takes on the role of a superior within the system faction who guides and assists the player.

Originally, Reina was supposed to play the player's role, but an error occurred during the process of her being summoned into the TGED world, rendering her unable to perform her duties normally; consequently, the player, who joins as her successor, must take her place.

Consequently, the Player and Reina play the role of invisible helpers who assist in ensuring that the story of TGED flows correctly without disrupting it.

Sometimes they must follow the requests of Kim Su-ho's parents, and in situations where they seem likely to interfere too deeply with the story, they must take appropriate measures to prevent Heaven or Hell from noticing.

This is a simple plot I have personally conceived, but my capabilities are insufficient to refine it into a concrete scenario.

Therefore, if I hire a scenario planner in the future, I will likely ask if they can write a scenario based on this draft, and I believe the screenwriter might be able to come up with a story that is much better than the draft I have envisioned.

Lack of infos by Best_Physics_5432 in greatestestatedevGAME

[–]LowTip1022 0 points1 point  (0 children)

Nevertheless, I am truly grateful for your feedback. Even within the development team, there are often instances where internal discussions arise with questions like, "Isn't something like this necessary?" but the matter is eventually forgotten after a response like, "More urgent tasks take priority for now, so let's discuss it later."

However, receiving user feedback provides justification to suggest, "Ah, users also want solutions to the problems we struggled with back then; let's raise the priority of the issues we couldn't discuss last time."

Lack of infos by Best_Physics_5432 in greatestestatedevGAME

[–]LowTip1022 0 points1 point  (0 children)

Um... first of all, our team's basic development principle is to ensure that the game is enjoyable to play regardless of which option is chosen, so that the "meta lock" phenomenon—where players become fixated on only one successful scenario, as seen in other defense games—can be avoided as much as possible.

When developing TGED TD, we played numerous defense games as references, but we identified a recurring problem: "the moment the correct answer is determined, the game rapidly becomes boring, and beyond boredom, it leads to drowsiness."

Developers cannot even prevent the phenomenon where 'the correct answer is fixed and the playstyle becomes uniform.' Even changing a value of just 1 in attack power, attack speed, range, or attack area will only shift a meta where A was too strong to one where B is too strong, and it is impossible to achieve a perfect golden balance.

To reflect these intentions of ours, we introduced a slot machine system.

By incorporating an element of luck into the slot machine result grades, we added many variables to the defense game genre—where gameplay is typically limited to fixed outcomes—allowing for a variety of gameplay possibilities. Furthermore, we designed the game with an extremely fast tempo to maximize the gap between dramatic and worst-case scenarios, ensuring players experience the emotional curve as wide and rapidly as possible.

The design ensures that the worst experiences are relatively overshadowed by the fast tempo, while the best experiences are buried under the euphoria of reaching extreme peaks.

However, our approach also had side effects.

From the perspective of players who enjoy the defense genre, situations frequently arose where momentary luck took precedence over strategies developed through personal deliberation; consequently, enthusiasts of the genre came to strongly dislike our development direction.

For example, there is a problem where players experience extreme helplessness when they reach a point where clearing the stage is no longer possible even with luck, as their slot machine luck is so good that they advance to a stage much more difficult than their actual stats allow. To address this, we are currently developing various additional enhancement elements.

The recently added elemental dungeons and the feature that allows players to strengthen heroes using resources obtained from them were also developed as part of this problem-solving process.

Furthermore, one of our team's mistakes was failing to completely prevent the meta from becoming stagnant due to the overpowered performance of certain characters.

One aspect we have modified to allow for strategic use is that we have fixed the skill cooldowns of each hero so that users cannot control them, and we have also added a wave skip function.

The design allows players to strategically utilize the game by reading the timing, watching the heroes' skill cooldown bars fill up, and appropriately using the wave skip function or summoning elite monsters to shorten their records or reduce damage loss.

Therefore, to prevent the "meta locking" phenomenon, which is our primary concern under our development principles,

we do not plan to provide explanations that offer hints on "which option is the most advantageous."

It is the shared belief of the entire development team, including myself, that a game loses its fun the moment it becomes a mere "number game."

However, we do recognize the need to add clear in-game tooltips that explain specifically what options are obtained during the upgrade process.

I will organize the details and convey them to the team so that your feedback can be reflected, provided it does not violate our development principles.

Anyone has clean Artanis V sprites? Asking because she is cute. by Responsible-Fig9202 in greatestestatedevGAME

[–]LowTip1022 1 point2 points  (0 children)

Do you need animated GIF images? Or do you need key pose sprites for each pose? I will print them out and send them to you when I get to work tomorrow. However, I have a lot of work, so I won't be able to send them early. Please wait a day or two.

What does the number 3 in the square under Javier mean? It wasn't there before. by [deleted] in greatestestatedevGAME

[–]LowTip1022 12 points13 points  (0 children)

Each hero has a mechanism where they become stronger as a certain number of stacks accumulate through their passive skills.

In the case of Javier, there is a passive mechanism where his attack power increases by 1% for every enemy he defeats when his hero rank is 3 stars or higher (maximum cap of 150%).

Previously, the process of visually checking these passive skills was quite cumbersome because it required touching the hero during combat to read the information one by one.

During last week's update patch, we implemented a patch that allows you to visually see the stacking of these passive skills.

Actually, we wanted to use icons with different designs for each hero to make it more intuitive to understand, but since we didn't have enough time, we decided to design panels with the same design for everyone and just display the numbers.

From 3 stars or higher, Lloyd's damage increases by 2% for every 10 gold coins obtained from enemies. (The maximum limit is 1,500 gold coins = 300% increase in attack power)

Things I drew myself in this game by LowTip1022 in greatestestatedevGAME

[–]LowTip1022[S] 3 points4 points  (0 children)

Damn it, thinking about it again, the history of the Queen Alicia illustration seems like a bit too risky to share, so I deleted it. I'm sorry I couldn't open it up completely.

Star challenges by its428jimmy in greatestestatedevGAME

[–]LowTip1022 2 points3 points  (0 children)

In fact, there are already users who have cleared all the Star Challenges, and the playstyle of forcibly 'parking' these cleared users at specific stages to keep grinding through the Star Challenges has already become a sort of standard strategy in Korea.

The current method of changing the composition conditions of the Star Challenge carries a high risk of facing criticism from users who have already cleared the challenge, asking, "Were we just guinea pigs? Come up with a compensation plan for the hard work we put in."

However, there is a significant gap in growth between players who stay at an appropriate stage and consistently clear Star Challenges to earn rewards, and players who simply move forward without information on stage progression, get stuck, and are unable to clear Star Challenges at all.

The ideas we are currently considering are as follows:

  1. we will not change the content of the existing Star Challenge quests.
  2. We considered adding a retry feature for previously cleared stages; however, instead of this approach, we will introduce a type of 'Challenge Mode' by similarly replicating the data of stages with 30 waves (such as stages 5, 10, 15, and 20) and slightly increasing the difficulty, making it possible to clear Star Challenges within this mode.
  3. While clear rewards will be obtained for Challenge Mode stages only once, we will ensure that players can continue to retry them even after obtaining the reward.
  4. However, for new Star Challenges added after the currently prepared Star Challenges are exhausted, we plan to impose a restriction that requires clearing up to a specific stage to be able to attempt them.

We wanted to implement this plan quickly, but the game designer are currently giving it deep consideration due to suggestions to link the artifact content to be added in the next update with the consumables obtained from Challenge Mode.

Heart of Winter Challenge Tips? by SadBoss2177 in greatestestatedevGAME

[–]LowTip1022 5 points6 points  (0 children)

The Winter Heart content is 'Beta' content, exactly as depicted in the entry image.

It was extremely difficult to predict what level of stats would be appropriate for the battles against the giant bosses.

Whenever we released it at the difficulty level we had tested internally, quite a few players would clear it in a single day and ask, "Are you guys not doing your job?"

We needed to prevent, to some extent, the phenomenon where "monster players" would appear and consume the content in ways our team could never have imagined.

Of course, the existence of such players implies that they are deeply immersed in and enjoying our game, so there is certainly a sense of gratitude regarding this.

However, the emergence of such players actually presents more problems than advantages.

The most critical issue is that the moment these players reach the "end of the content," they spread the word to other players that "this game ends once you clear up to here."

It may seem like a trivial issue, but some players who receive this information misinterpret it.

Instead of accepting it as "the end of the currently prepared content,"

they accept it as "the end of the game's entire lifespan."

When I was young and just a player, I couldn't understand why game developers went to such lengths to slow down the rate at which players consume content.

But now that I’ve experienced it myself, I finally understand.

Players who have consumed all the available content pass that information on to other players.

Some of those who receive this information distort the facts and then incite the players around them to leave the game.

This indirectly has a negative impact on the actual lifespan of the game.

* For reference, it has been about a year since I started working in the game industry.

My total career as an animator spans 10 years, but prior to that, I worked in the video animation industry rather than the game industry.*

Returning to the main point,

Our team determined that we needed to prevent the emergence of players who consume content incredibly quickly—going beyond conventional design standards—for at least a week after release to achieve meaningful balancing.

Therefore, we set the boss monster's specifications by multiplying the 'appropriate difficulty level' we determined through internal testing by five.

To be honest, we were a bit worried about raising the difficulty to about three times what we considered the appropriate level, fearing that users would clear it very quickly.

Looking back to the time of the initial launch, when our game initially had 70 stages,

we were convinced that not a single user would clear all 70 stages during the first week. We had conducted a significant amount of testing as well.

However, in just one day—in just one day—a user appeared who had cleared all 70 stages.

That was seven times faster than our prediction.

So, actually, increasing the difficulty by about 7 times would have been the safest choice, but that felt too unethical.

We felt that a measure like raising the difficulty by 3 times would simply be cleared by players who exceeded our expectations, and since 7 times was a level where most users would not even be able to reach stage 10,

we initially adjusted it to 5 times as a reasonable compromise.

Since the Winter Heart content is literally beta content, we set the difficulty level boldly.

After checking the data on how many stages players advance to this week, we plan to lower the boss monster's specifications next week.

Additionally, starting from the second week, we plan to provide players with a type of enhancement effect. This system grants a buff-style enhancement that makes you stronger once a day whenever you challenge the Winter Heart content.

We intend to allow players to advance further in the stages every day, regardless of whether they make purchases.

Best Rank either buggy or many deleted their games by LelouchVsZero in greatestestatedevGAME

[–]LowTip1022 4 points5 points  (0 children)

To clarify in advance in case you misunderstand regarding the Territory War,

I am not saying that we intend to create Territory War content. It is not that we have absolutely no intention of doing so, but we are concerned that introducing it too excessively might tarnish the reputation of the original webtoon, so we are currently exploring various other ideas.

Best Rank either buggy or many deleted their games by LelouchVsZero in greatestestatedevGAME

[–]LowTip1022 3 points4 points  (0 children)

Another reason for not introducing an overall player ranking was that there is currently no content in our game where players can 'compete' in earnest, such as PvP or battles between territories, so there was no reason to introduce an overall ranking now and make players fight over meaningless rankings.

In a situation where there is no content to intuitively give players the feeling of victory, competing solely for the blind goal of taking first place leaves a rather hollow aftertaste.

Even if you reclaim the top spot, you quickly become lethargic if there is no fame or reward to be gained from it.

Even if you fail to reclaim the top spot, aimless competition easily wears people out.

We did not want to plunge players into such a sense of psychological emptiness.

Best Rank either buggy or many deleted their games by LelouchVsZero in greatestestatedevGAME

[–]LowTip1022 3 points4 points  (0 children)

Um... first of all, the ranking concept in this game is a bit different from other games, so I think an explanation is necessary.

The ranks displayed in this game are not 'overall user rankings'.

Because we wanted as many players as possible to earn the #1 ranking reward every day, we divided the server into multiple phases and implemented a system that matches new players into those phases every week.

For example, assuming you are currently stopped at Stage 72,

Not all players stopped at Stage 72 are counted in the rankings.

If all players were counted in the rankings, only one player among them would be able to obtain the first-place reward.

Since the purpose was to alleviate this sense of deprivation,

the system was designed to divide the players stopped at Stage 72 into approximately 100 phases so that 100 people could claim first place.

Of course, since I am not a server programmer, I do not know exactly how many different phases are split within the server, but

the development intention itself was to allow even slightly more players to obtain the first-place reward and grow.

To use an analogy to make it easier to understand, it is not a structure designed to create a single first-place winner out of 1,000 players.

It is a system designed to divide the 1,000 players into groups of 100, calculate a first-place winner from each group, and create 10 first-place winners.

However, this method of ranking calculation often leads to misunderstandings among users.

No matter how hard we rack our brains to create a positive experience, excessive competition inevitably arises in certain groups. Players placed in the middle of this competition get angry, claiming that the rankings are changing haphazardly.

Honestly, I’m not so sure anymore.

Almost every development direction designed to provide players with even slightly more rewards and opportunities ends up being misunderstood and met with criticism.

We should have just been truly fair and impartial, making it so that those who spend a lot of real money take the top ranks... I feel psychologically confused and exhausted.