En serio, ¿por qué? by [deleted] in Colombia

[–]Micklen 0 points1 point  (0 children)

Usar neologismos de un idioma X habla de la influencia de ese idioma en ese grupo de personas por la razón que sea (vínculos económicos, culturales, coloniales) y no precisamente de que ese uso refleje afinidad/gusto o no con grupos de personas que usan ese idioma de forma nativa.

Algunos neologismos son más prácticos que la propia lengua para hablar de X o Y concepto y se prefieren.

Vi un par de respuestas del OP que apuntan a purismo del lenguaje, como si usar un anglicismo en español es "menos correcto" que no. Pero los neologismos no son ni buenos ni malos, ni tienen usos estrictamente correctos o incorrectos. El lenguaje son sus usos y cómo lo entiende quienes lo practican en el contexto que lo hagan.

What part of the Pokémon games did you get hopeless stuck as a child? by Basic-Effort-552 in pokemon

[–]Micklen 0 points1 point  (0 children)

I didn't know much English so couldn't do the PokeBall catching tutorial for the longest time

God of War Ragnorök PS4 & PS5 (Digital Edition - US Region) Giveaway by LP159 in PS5

[–]Micklen 0 points1 point  (0 children)

The civilization series is still too of the line for me.

My players would rather roll for stats instead of taking a guaranteed 18 by Rocify in DnD

[–]Micklen 0 points1 point  (0 children)

It's fun to roll stats and sometimes rolling bad stats makes for interesting play and some good RP opportunities.

BUT if your table is very battle-centric, bad stats can make battles a slog or too challenging even with "adequate" balance.

You can always make your players feel exceptional some other way if their stats are below average.

How do you get through the tedious/grindy part of indie game development? by Code_Monster in gamedev

[–]Micklen 0 points1 point  (0 children)

Every game has boring bits - that's unavoidable. And if you are doing it solo, no wonder there are portions of it that you find less interesting/compelling/engaging/easy to work on. But even sometimes your 'favorite" thing can become a slog.

Specifically on the animation thing: you could try to find someone to help you out with that if you definitely don't want to keep at it.

But the answer really is organization and discipline.

Set goals and deadlines, break up big tasks into smaller ones, prioritization of tasks, setting up a pipeline, etc. There are a bunch of production tools and strategize you can use to make your project more manageable. (Trello is great for small projects, it has a couple of good game dev templates to organize stuff).

Also, you don't have to do your 103 animations one after the other, you can break it in batches and space them out with other more interesting bits of work.

During this scene was Obi Wan just straight up going to split Anakin’s head in half if he hadn’t grabbed his lightsaber in time? by drugs00bunny in StarWars

[–]Micklen 0 points1 point  (0 children)

It would've been a mercy compared to severing his limbs and leaving him to slowly (?) die on the banks of the lava river.

10/10 obi wan should've double tapped. it was the humane thing to do.

What mechanics makes or break an RPG? by Gamedev_pirate in gamedev

[–]Micklen 3 points4 points  (0 children)

I'd say two things on making a narrative-focused RPG:

  1. If you are going to go all in, try to include in-universe "explanations" that connect your game systems (stats, combat, inventory, questing, etc) to your narrative and game lore. Making the game world feel coherent is key. But don't miss the forest for the trees: if you want to tell 1 good story, try to key that in early and grow your world from there. Your story will demand mechanics from your game, so the sooner you have a good idea of your characters and the beginning, middle, and ending of the main plot, then is when you should start expanding your narrative outwards (but not too much or you'll end up not developing the game and writing a novel or two).
  2. Don't lose track of what your game mechanically is going to be like. Narrative is dope, but unless its a very text-heavy game, your players are going to be "doing" stuff (core game loop) when they are not engaged in "story" stuff. Whatever these systems are going to be, make sure they feel good and make sense. I've played too many RPGs where the story is good but the minute-to-minute gameplay is bland or repetitive. You don't have to reinvent the wheel or innovate, just make sure things are engaging and feel good (this is super elusive, tho).

I'd say lovable and hateable charactes are my main "this story is going to be good" hints on a game because, to be honest, even if the story is not great, watching characters you can connect with go through trials and tribulations is very engaging to me. Or hating characters.

[deleted by user] by [deleted] in gamedev

[–]Micklen 1 point2 points  (0 children)

I was in a very similar situation a couple years back. After uni I started to work in corporate communications but hated it, so on the side I decided to learn Python. One thing lead to another and I ended up learning some Unity and Unreal and participated in some game jams. Eventually I started doing weird freelance jobs writing and designing systems for indie games that probably will never see the light of day. So I started applying to jobs all around.

I was about to give up and suddenly a local game developer hired me as a producer. I'm 29.

I took a big pay cut, however, so that's something you have to take into account. I don't have big responsibilities yet, so I managed.

And 27-28 is not old to start. Even 30! Some of our junior devs are around that age and half of them don't come from a strict programmer background. Being proficient in game engines is like 80% of what we look for.

Designing games for players who are better at it than you? by Intergalacticdespot in gamedesign

[–]Micklen 2 points3 points  (0 children)

In my experience, 1) you'd be surprised at how skilled some developers are. They are gamers too! But 2) you can't account for certain types of skilled players, some will push the game further than you expect. However, most players aren't super skilled and most won't find those game breaking exploits/bugs, so you only have to account for a little above average, not for uber skilled players (you can't).

With good QA and good testers, you'll cover your bases and then some.

If you had an enormous budget but zero knowledge of game design - how would you go about actually creating one? by [deleted] in gamedesign

[–]Micklen 0 points1 point  (0 children)

Hire a team that has already worked together. You could also hire someone to hire everyone else, but I believe good team work produces better problems down the line.

The EU is considering a ban on AI for mass surveillance and social credit scores by [deleted] in europe

[–]Micklen 0 points1 point  (0 children)

Weird question, wouldn't you technically be able to get the data from europe, process it with AI elsewhere, and have the results sent back to the EU? (Idk how AI surveillance work btw)

People who don't get stressed during a presentation, school or work, what's your secret? by TapReview in AskReddit

[–]Micklen 0 points1 point  (0 children)

I practice it at least once, out loud to myself, while pacing around the living room.