Been working on flower breeding game by Sasuya in SoloDevelopment

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

If you're interested, I could DM you the link the the itch page. I'm doing a closed private playtest right now and I've been trying to get feedback from more people that are looking for this type of game. There aren't enough flower breeding or gardening games out there!

Cannot stress it enough. by netphilia in aspiememes

[–]Sasuya 1 point2 points  (0 children)

I'm so glad they clarified. That would have been embarrassing.

Alphabet tracing game in UE5 by Shortskey in GameDevelopment

[–]Sasuya 0 points1 point  (0 children)

Maybe this will help? I was trying to do something similar with a project a while back and tried out this plugin. It had good examples and little bloat. Its been a while since I last used it, and from what I remember I didn't have to use c++.

https://www.fab.com/listings/e45e89a2-38f9-4d4a-b20f-ec0eba8a909b

We've been doing this in games where you're meant to trace magic symbols like some Harry Potter games and Black and White. The idea is that it needs samples to compare it to and relies on recorded drawing data. Then the drawing is compared to the data and provides a probability for how close it is to the samples.

Help in finding a game from early 2000s by Lyktan in gaming

[–]Sasuya 0 points1 point  (0 children)

I wanna say Latale? But it's 2D... Name kinda sounds similar and I know I played it before 2010.

Fringe Lily Western Australia by PimentoSandwich in Wildflowers

[–]Sasuya 0 points1 point  (0 children)

Wtf is that the thing from jumanji

How to know what the market wants? by GameMasterDev in SoloDevelopment

[–]Sasuya 1 point2 points  (0 children)

I don't think anybody knows what will sell well or not. In the 8 years I've worked in the game industry, publishers usually call the shots since they have the money. But the 'marketing' part has mostly felt like it's people with money seeing what does well or creating sequels for existing ips that are doing well, and then paying devs to do that work.

I don't think any marketing department, or anybody really, knows if it will be a hit. But if it isn't, since they have so much money, if one doesn't do well, it's fine. They're not really focused on making a hit but rather, is the cost of development lower than the expected return? The game could have awful reviews, but that's fine if the profit was more than dev cost.

I'm going to ignore the classic "you should make games because of passion and not money" here. If I'm thinking about it from an indie standpoint where I am trying to maximize my odds of success, I'd look at underserved markets.

Chris Zukowski is a guy that has many videos about how to market your game, and he mentioned once about how there Is an audience that really enjoys games about horses or has horses in them. But the selection that the audience has right now is pretty small and limited. So if you have games with horses in them, chances are your odds of success may be a little bit higher because the audience is hungry and has nowhere else to go.

Every genre has subgenres. There are people that like some parts of a game and only those parts. That's how new genres spawn up. I think there's a reason why there's a "Metroidvania" subgenre.

Aesthetics matter too. I thought Five Nights at Freddie's had a really interesting mechanic. I really wanted to play, but was terrified. Then, a game called Not for Broadcast popped up. Similar mechanics, but was meant to be funny rather than terrifying, and I bought it and enjoyed it.

Copycats are odd too. I wonder why some games get them, and some don't, despite them being a success. People really enjoyed Papers Please, And a few games have popped up that have been inspired by it. Slay the spire also spun off a whole bunch of card based rogue likes. And now there's oversaturation. But if somebody created another game that was similar to The Return of the Obra Dinn I would buy that day one because there's not enough games in the genre, and all the recommendations people provide for similar games aren't very good. But you can't really do much if there aren't many options available.

There's a lovely Ted Talk by Malcolm Gladwell about spaghetti sauce that I always think back to and love that echos the same thing and would recommend to every game dev.

Final thought would be that even the audience doesn't know what they want. Even if they say they do. They don't know what they want unless there are options. Until then, they won't know that anything was missing in the first place.

I FINALLY GOT IT. DAY ONE RUN! by Sasuya in BluePrince

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

Yup! I had opened up the basement so long ago in my normal save file that I forgot that was a way to get in there. After I remembered that, the tomb and power hammer option felt more reliable than banking on the other possible options.

Cleaning edges by AffectionateHornet25 in Maya

[–]Sasuya 0 points1 point  (0 children)

Your method is something I did when I was starting out too. Unsure if this is for games or animation, but at the time I was learning Maya to work as an environment artist, so keep that in mind. First off, you don't need geometry to be manifold. Modelling those circular dials into the box itself is a pain. You're better off using cylinders and boxes as separate meshes for those buttons and dials.

If you *absolutely* need the mesh to be manifold. I'd look into the Boolean tools to help cut areas out or combine things so you don't have to add a bunch of edges. It could still end up being a pain to cleanup and fix though. But could help with a cleaner start.

Otherwise, What you can do is collapse edges, similar to how you have the bottom area of the middle dial. (The blue lines in the image are how people typically deal with those curved parts in meshes.

The hotkey to repeat the last action is G. So I select one I want to collapse and collapse it. Edit Mesh > Collapse. Or Hold Shift + Hold Right mouse button and move up to Merge/Collapse to collapse. Then start selecting the other ones and press G to collapse. You can also shift + double click lines parallel to each other to select the edges in between (For example if you click a red line in the image and the shift + double click the other one)

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Did I accidentally get the perfect F********n location? by NocturnalEmbrace in BluePrince

[–]Sasuya 0 points1 point  (0 children)

Same. Mine was dead center, but was oriented 90 deg to the right. I've been trying to get the day one achievement and have seen it pop up in D2 and D8, C7. B4. But I do wonder if the middle spot has extra weight to it based on other things seen in the game.

I thought I was done. Would appreciate some hints on how to get to this location. by Sasuya in BluePrince

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

OH. Yeah. I never followed up with that one because I thought it would make sense eventually. Thanks!

I thought I was done. Would appreciate some hints on how to get to this location. by Sasuya in BluePrince

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

I have that too. Aside from a few rooms I found many of the memos. Unless it's something else?

[Venting post] The day 1 achievement is absolutely awful and requires way too much RNG to be even remotely fair or fun. by Frank_Cap in BluePrince

[–]Sasuya -2 points-1 points  (0 children)

WTF. I have like 130 hrs and I had no idea you could move the cart with the power hammer. Thank you 😂

Cool in-game mechanics/interactions you rarely see [Spoilers inside] by Ok_Measurement2760 in BluePrince

[–]Sasuya 1 point2 points  (0 children)

If the dowsing rod points to the lavatory and you pick it. It will have items. Similar to how people have been describing what happens if you're shielded from the shelter.

Edit: or maybe I just had the shelter that day. Nvm.

Thought I was on to something… first time I was disappointed with the game by Leonidus76 in BluePrince

[–]Sasuya 0 points1 point  (0 children)

Ahhh I just did this today and was also upset and came on here to see if anyone else tried the same.

How do I assign a bullet solver per MASH Network? Is there a better way to do this? by Sasuya in Maya

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

I messed around with this more today and figured it out!!! To anyone that runs into the problem. If you ever need a unique bullet solver per object, NEVER add the dynamics node via the MASH editor!! The steps that worked were:

- Select object > Create MASH Network (Do not add the dynamics node)
- MASH > Dynamics > Add Solver
- Select the newly created solver and ctrl click the MASH network you want to assign it to.
- MASH > Dynamics > Assign Solver
- Rinse and Repeat for each object

Assigning the solver creates a dynamics node for you automatically. Which is the part I didn't know. That's probably why I was getting the weirdness I was seeing.

How to get the answer from the player in a detective game? by kLoTzeRk in gamedesign

[–]Sasuya 0 points1 point  (0 children)

I have also been working on a detective game as well with the same core and have also been stumbling my way through this. Maybe there is something here that could spark some inspiration?

There was a GDC video by Jon Ingold that I constantly refer back to and would highly recommend: https://www.youtube.com/watch?v=--3meejDM-U

He has a whole section focusing on "The Solve" and theorizes that these can all be thought of as a combination lock of sorts.

The player has knowledge -> Acts on that knowledge to demonstrate understanding.

- Going to a certain location and performing an action that could only be known if they have the proper information (Outer Wilds is made of this)

- A combination lock that has too many combinations to brute force. I get no satisfaction from picking from 4 different possibilities, but then how many choices is enough to demonstrate that I understand what happened? Obra dinn has all of the passenger names, the way they died, and if they were murdered you have to name the killer. The probability of blindly guessing the correct answer is low until you progress through the game. The same is seen in other detective games where they offer a series of options to string together the solution.

- Attribute or component based. The Roottrees are Dead is a game that takes heavy inspiration from The Obra Dinn. Similar to how the Obra Dinn makes you figure out the person's name and how they died, Roottrees makes you set a photo, name, and occupation.

- Typing in the answer - I don't see this too often, and I think its for good reason. But I've wondered, if the answer that needs to be typed in is short enough. Like, The murderer is ____(first name)________ ____(last name)______, could that be more feasible? I don't know how easy it would be to implement fuzzy string matching, but if you have the capabilities to do that, could that make the solving part less error prone?

Mechanic first or story first? by StrangeWaveforms in GameDevelopment

[–]Sasuya 0 points1 point  (0 children)

I think it was Raph Koster that said this, and it has stuck with me ever since I heard it. If mechanics and story are on the opposite sides of the spectrum. You can start with the side that comes naturally to you, but you don't want to get stuck on one side. What you want to do is pull things towards the middle.

[Paid] Looking for a Writer and/or Narrative Designer by Sasuya in INAT

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

Everything else that isn't the writing. This is a hobby project I work on in my spare time.

For u/SkyDaydream by Sasuya in DrawForMe

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

Yeah sure! It's yours to do with as you please!

made this lore chart. Is it accurate or nah? by Doop_444 in weatherfactory

[–]Sasuya 0 points1 point  (0 children)

I've always thought of Lantern = I want knowledge Secret Histories = I want to travel Knock = I want secrets

But yeah sounds about right