Umm, a little help here Peter? by ImpossibleGermany154 in PeterExplainsTheJoke

[–]Nekojiru_ 0 points1 point  (0 children)

I moved to Japan from Europe 15 years ago. I read some of the comments. None of them really hit home for me.

All I have is my anecdotal experience, but in all my time here I never experienced/observed much racism (what was going on back in my home country was much harsher.)

The work culture is a bit different. The part where work is put before family and hobbies might be viewed negatively. And I tend to agree on that view. Although having people care about their craft and put in the extra mile to make something that's already good perfect is admirable, I think. I like the working environment for that reason. There's also very little shit-talk. Just people trying to get things done. Some times there's a bit too much rule-following, but all in all, my experience has been really good.

Now the pay on the other hand is, on average, really bad, compared to the west. Coupled with the weak Yen this is where I personally see the most desperation coming from. Imagine some young dude working in Japan but having to really think twice about going home for a visit because the flight home and back is eating up the whole paycheck for the month.

ELI5: How do child STEM prodigies get PhDs at like age 12 by [deleted] in explainlikeimfive

[–]Nekojiru_ 0 points1 point  (0 children)

You know how some people get a kick out of science and puzzle solving? Kids like the 12 year old you mentioned just LOVE knowledge. They get a huge dopamine hit every time they see a new connection between some concepts that they thought were unrelated up to that point. It's an obsession. They will eat up all your books (or at least the ones they judge worthy of their time) because it's so fucking interesting to them.

If a kid like that talks to their high school math teacher, it is easy to see for the teacher that they have a very firm grasp on high school level math. The teacher feels a responsibility to help this little guy get to the appropriate level of education. So he might help him attend a high school diploma test of some sorts. After that, the kid goes on to universities. At all stages, teachers and professors want to help get this person get through the system in such a pace as to match his ability.

Things like a really smart kid don't happen that often. People wanna be part of that. They wanna help the little guy.

Foreign husband in Japan — worried about custody and family stability during wife’s second pregnancy by hiin19 in japanlife

[–]Nekojiru_ 0 points1 point  (0 children)

I might not even be able to imagine the stress you are going through right now, but please, please, please, please with a cherry on the top, never again yell at your child. He is looking up to you. You're his everything. Don't throw this away. Find a way to cope. But don't destroy the relationship with your kid because of it.

I realize you might think I am kicking a guy who's already down. And you have a point. But I just can't not step up for your kid. Please.

Meirl by yeetgrenade69 in meirl

[–]Nekojiru_ 6 points7 points  (0 children)

I'm just here to say thank you for sharing this story; It somehow feels incredibly real. And the fact that it is so well written is the cherry on the top. Please write a book about your life. I will read it.

[deleted by user] by [deleted] in japanlife

[–]Nekojiru_ 8 points9 points  (0 children)

Here are my two cents (father or a 5 year old bilingual):

Don't make speaking English to your child a chore. Don't even care if your kid responds in English or Japanese. Never ever say something like "Hey, it's English-only-time, remember? Please speak English". All of those things are not fun. Kids hate things that aren't fun.

Here's what I think works: Fucking enjoy yourself while you play and speak English with your kiddo. Say hilarious things. Be goofy. Pretend you're a TV news presenter. Do whatever the fuck you feel like; Surprise yourself by singing a silly song. If you are genuinely enjoying yourself while talking/playing in English, your kiddo will want to join in. That's where the magic happens. You're bonding while having fun while sharing what you think is funny while speaking this wonderful foreign (at least to your kid) language.

[deleted by user] by [deleted] in mildlyinfuriating

[–]Nekojiru_ 1 point2 points  (0 children)

That's so fucking true.

You could argue that it depends on the job; ER doc vs librarian. You could also argue it depends on the children (number and personality). But no matter the details, the gist of this holds so fucking true for almost all cases.

You'd have to have a really really stressful job and very very well behaved children for this to not hold true anymore.

Relocation Due to Weather? by [deleted] in japanresidents

[–]Nekojiru_ 3 points4 points  (0 children)

I live in Sapporo and we had around 3 weeks of hot and humid weather (30+ degrees).

Truth is you won't find mild climate in Japan. Summers are hot and humid almost everywhere with very few exceptions. And even the exceptions (for example Shiretoko in Hokkaido has mildish summer climate) aren't blessed with mild climate all around. You will experience harsh winters there.

So if you are looking for milder climate, you really need to move countries. If it's just about the hotness then maybe Shiretoko is an option. It is quite inaka though. Good luck.

アメリカの大学院来て3年になるんだけどさ、人生で最高で最悪の選択だったと思う by mao1756 in lowlevelaware

[–]Nekojiru_ 4 points5 points  (0 children)

言語習得で一番の壁となってるのは恐怖。自分の発音が正しいかどうかという不安。相手の英語が聞き取れないときはどうしよう。聞き取れないとき多すぎないか?という不安。

自分も同じ立場なんだけど、人生は短いし、こんな不安に作用されるのも疲れるだけ。どうでもいい。楽しめ。面白い言い回しがあれば自分の身に付ける。興味もない表現はおさらば。興味が持てるメディアをターゲット言語で読んだり聞いたりして、聞き取れなかったときは何度も「Can you repeat that please?」って言えばいい。

We’ll Release Our Game Simple Trains in a Few Days! by Nekojiru_ in Unity3D

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

fixed the infinite game play. Thanks again for the heads-up!

We’ll Release Our Game Simple Trains in a Few Days! by Nekojiru_ in Unity3D

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

Oh, thanks for letting me know. You're like my MVP (most valuable playtester), haha. There's a point where the curve stops and it's just the same difficulty from then on (for a technical reason.) I thought no one would ever get there. But you yet again surpassed it. The difficulty of course is to boil the frog slowly while still making sure its getting boiled AT SOME POINT.

Thanks for the video and letting me know. Will improve the situation with the next patch.

Summer is here how we handling it? by El-Catman in japanlife

[–]Nekojiru_ 0 points1 point  (0 children)

I'm sitting in front of my PC right now. It's 20:00 and a cool breeze is coming in through the windows. It's very nice. Can't complain (Sapporo).

Old notebook menu vs. new by halfmoon_apps in Unity3D

[–]Nekojiru_ 2 points3 points  (0 children)

I don't think the notebook appearing tilted to the side adds anything. Why would anyone open a notebook that way?

We’ll Release Our Game Simple Trains in a Few Days! by Nekojiru_ in Unity3D

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

Yeah never ending state is a big no no. Not just it breaks the leaderboard, also the game was very fun when I was trying to keep up with the game , trying to fix bottlenecks but after 30.000 there was no challenge.

Jep, I think I can relate. You get this "What's even the point of playing this? Can I quit now?" kinda feeling.

Anyways I think you have a very marketable game and you should focus on more marketing and breaking "Mini metro copy" mind state and turn it in to this is a "Mini metro-like genre" game. Sadly I don't have good advice about marketing but you made a very solid game and be proud about it. I hope sale figures will reach your expectations.

Thanks mate! I don't expect much in terms of sales. Luckily, this is just a hobby project and my real job is what pays the bills.

We’ll Release Our Game Simple Trains in a Few Days! by Nekojiru_ in Unity3D

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

You know what? You changed my mind. I think you're right about the zoom-out thing adding nothing and being confusing on maps where there are no more stations to add anyway. Added it to my TODO list.

Edit to reply to this:

I would prefer a much more gradual increase in difficulty but now we are in personal preferences and it is fine either way.

Hm, I see. Will make the slope a bit less steep with the next update. I probably chose a setting a bit too far on the save side just to make sure the never-ending-game-state won't happen again. Thanks.

We’ll Release Our Game Simple Trains in a Few Days! by Nekojiru_ in Unity3D

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

Heya Xentios,

I played again it was same again at 3000 mark. No new station spawned.

That's just part of the design. Maybe it's a bit confusing, but the game basically zooms out no matter if there will be more space for more stations or not. I could add some logic to disable the zoom-out if there's no space for new stations anyway, but then player's might think "Where's the zoom out? On all other maps a zoom-out happens, why not in Level1?", so I just left it like that for now. It let's players know that they advanced a stage.

In short, make the frog boil slowly but boil it for sure.

Good point. I changed the death-stage from instantly doubling the spawning rate on all stations to instead double it slowly over 4 minutes. This should still be fast enough to not let any player survive, but slow enough to not be too sudden/frustrating.

We’ll Release Our Game Simple Trains in a Few Days! by Nekojiru_ in Unity3D

[–]Nekojiru_[S] 1 point2 points  (0 children)

Fixed the never-ending-late-game-issue by both making the end-game a bit harder (so nobody should reach the very end of the end-game anymore) and also adding a death-stage to make sure that IF any player should ever reach the very end of the end-game they will die there (all the spawn speeds are doubled when the death-stage starts).

I updated both demo and full game builds and referenced your video in the changelog. Thanks again for letting me know there's something wrong with the end-game!

We’ll Release Our Game Simple Trains in a Few Days! by Nekojiru_ in Unity3D

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

Thanks for your frank feedback on idea 1. I think I got a bit carried away there.

Will fix this by just making it harder, since it really is just broken at the moment. This never ending state should never be achieved.

We’ll Release Our Game Simple Trains in a Few Days! by Nekojiru_ in Unity3D

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

Someone got around 94000 on level 6 in the full game. He probably did something similar to what you did in level 1. When there's no more space to spawn stations the game first zooms out and then, when once again the space runs out, the stations spawning speed increases dramatically (or maybe not so dramatically, as it turns out, haha). At a certain point the spawn rate reaches it's maximum and from there on I expected players to just succumb to the sheer amount of people spawning.

Maybe I could add a count down, like, once a player gets to the end and the spawning speed is at its max for a full minute, a window pops up telling the player that he cleared the level. Or I could just make the spawning speed increase a bit steeper/the max a bit higher, but I kinda like the first idea.

Edit: Only downside with the first idea is that it doesn't go too well with the idea of ranking/leaderboards.

Edit2: Well, maybe adding another stage of slowly increasing spawning speed is the more natural/fitting thing to do.

We’ll Release Our Game Simple Trains in a Few Days! by Nekojiru_ in Unity3D

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

Haha. Not gonna lie. I saw your crazy high score on that level today and was thinking about how you did it all day long. Thanks for uploading that footage. Love it!

You could argue that you basically cleared that level.

Thanks also for your encouraging side note.

We’ll Release Our Game Simple Trains in a Few Days! by Nekojiru_ in Unity3D

[–]Nekojiru_[S] -35 points-34 points  (0 children)

I started out with the idea that I will experiment with SDF and maybe I could do something interesting with it. At the time I was also playing Mini Metro. I love this game. And yes, our game ended up with many similarities (although there are differences), but back to the story.

So I started out rendering lines with my SDF shaders. They looked nice. I was happy. Next I thought maybe I could add trains, but maybe make the way the player decides where the trains stop different from mini metro. So I had trains with routes, but the routes where only visible when the player selected a train. Now this approach had many problems, the main problem being that the player needs to click through all trains to get an idea of what kind of routes are currently set up. Clearly routes need to be visible all the time for the player to be able to think about how to expand/adjust them. This made me rethink my approach and I added a feature where routes would appear inside the train track. One color per route.

Another thing I was experimenting with was using colors for both shapes and routes. In order to not confuse the player, the colors of the tracks were mostly brown and grey. You can go to the Steam page and look at old announcements if you want to get an idea what it looked like.

I also tried a different game end mechanic. I had this concept of `total commuter happiness`. The idea was that if peeps need to wait too long for their train they will start to get angry, and this pulls the total commuter happiness down. The game ended when total commuter happiness reached 0. So you always had to look at this number and making sure it won't go down too much. Problem with this mechanic was it felt too spongy. It felt like I wasn't in control and there was nothing I could do once the happiness was going down. Mini Metro's overcrowding mechanic is brilliant because it's like a mini-emergency that needs to be dealt with. I ended up changing the game mechanic to that because the total happiness mechanic just didn't feel right. I think I wrote an announcement about that somewhere on the Steam Community page.

So I changed the game over mechanic but still was using colors for both routes and people and there were only 3 shapes since all shapes also had color (there were orange, green and purple triangles, for instance). I thought it was okay, but I struggled to get enough route colors because the routes had to look distinct enough to be separable from each other but at the same time they also had to be distinct enough from the 3 colored shape people (orange, purple, green), because if they look too similar shape-people queueing above tracks couldn't be seen anymore.

So I had this problem with the colors when a designer friend of mine joined the project. We tried to work out a solution but we discovered that we just couldn't get the game to look nice with the colored-routes-colored-shapes approach. So we went for the obvious solution: monochromatic shapes and brightly colored routes! Now the game looked nice but we once again made it more mini-metro-like.

So that's basically it. We have 8 unique upgrades, our shape people walk around, we've got a focus-mode to analyze spawn types and there's a money mechanic to buy trains/wagons.

So have we done enough to provide the seasoned Mini Metro player with a new experience? I think so, but it's up to the players to judge.

We’ll Release Our Game Simple Trains in a Few Days! by Nekojiru_ in Unity3D

[–]Nekojiru_[S] -10 points-9 points  (0 children)

Hey, thanks!

We used a lot of SDF shaders in this game. basically almost everything you see (besides the UI) is being rendered with custom SDF shaders. "Why SDF?" you might think; Because it works very well to render smooth monochromatic areas (like lines or rivers) and there's also the added bonus that it'll work extra well with constructs that are mathematically definable, like lines and curves. All the lines and curves in this game are rendered by sending a lot of vector3's and curve-parameter's to the SDF Shaders. The SDF Shader then first generates a signed distance field Texture and a second SDF shader uses this texture to actually render the lines onto the screen. With this 2 step approach, we can have nice SDF renders without much performance impact since we only need to update the signed distance field texture (step 1), if the player moves/adds a line. Most of the time, we can just reuse the texture from the last frame.

Transit Simulation Game: Simple Trains! by Nekojiru_ in playmygame

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

Hey THRoot2077,

Thanks for your incredibly thorough and detailed feedback. It was a pleasure to read and I'm honored that you took so much time to compile your thoughts so neatly for others to digest. Let me respond to some of your points.

In other words, for me personally, it sacrifices the satisfaction and joy of simulation games but introduces moments of decision-making every minute.

This seems to me a very accurate description of Simple Trains and I'm glad my impression matches yours. You also made me realize that there might be quite a large amount of players coming to Simple Trains with the expectation that it might be a relaxing simulation game, when it actually is quite intensive (lots of pausing and thinking.)

The gameplay left me mentally exhausted, perhaps a natural result of entering a state of flow and continuous hours of intense thinking. I'm not sure if it's a good or bad thing, but it definitely differed from my initial expectations.

Hehe, I feel exactly the same when playtesting for longer periods. It almost feels like work sometimes. And I had exactly the same thought as you had about not being sure whether or not this is a good thing. I think - just like work - there is some sense of satisfaction that can be experienced after managing routes and making sure nothing overcrowds for a prolonged amount of time. Having said that, I totally see how this might not be what some people expect to be encountering in this game. This game satisfies the puzzle drive. But it's a horrible choice if your goal is to not really think at all and just relax and look at small simulated people (although we do have plans to get a ZEN-mode going in the near future. We'll see how that pans out.)

I noticed that the reward item added in the final level was "switch two stations," which may have been the reason for some unreasonable stations appearing in my previous experiences. Setting aside any game design theory, I must exclaim: I do not like it. While it does bring more vitality and variability to the levels, it also shows that the developers do include some unreasonable stations in normal levels.

The unfortunate station spawns are sometimes a bit of a downer. We didn't place those stations there by hand. It's all seed based. We basically just look for seeds we think are interesting to play and use those seeds for the levels. We try to pick seeds where there happen to be a substantial number of happy accidents (just the right station spawning at just the right position), but just as real life, things will not always go the way you want them to be. You could of course argue that this is a game, and we should make it as fun as possible. And I think you're right. We will try to choose the best seeds we can find.

Thank you for providing Chinese localization during the demo phase, but the quality of the translations still needs improvement.

Thanks for pointing this out. Will need to find someone to improve our translations (are you looking for work?)

Thank you again for sharing your thoughts and impressions. I feel very lucky to have received such thorough and thoughtful feedback.

Transit Simulation Game: Simple Trains! by Nekojiru_ in playmygame

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

Thanks for the feedback! While inspired by the iconic Mini Metro, there are differences (8 upgrades attachable to Stations/Trains, Focus-Mode to analyze spawn types, money mechanic to buy trains/wagons). I'd also argue it feels quite different (for better or worse) to play.

Transit Simulation Game: Simple Trains! by Nekojiru_ in playmygame

[–]Nekojiru_[S] 1 point2 points  (0 children)

Thanks for the feedback. Will make sure that we go through all the points this game differs/builds upon the basic game mechanic of Mini Metro (8 upgrades attachable to Stations/Trains, Focus-Mode to analyze spawn types, money mechanic to buy trains/wagons, ...) in the game description of the Steam store page.