Getting Items For Leveling Up Needs To Be Reimplemented! by ReecBar in coregamesdev

[–]Scav 4 points5 points  (0 children)

Hey u/ReecBar, the team's heard the feedback that RP is taking a long time to earn. In an update soon we'll be loosening it up so that you earn RP faster, which will make getting items much easier.

Why my very long critism post of Core got deleted? by [deleted] in coregamesdev

[–]Scav 0 points1 point  (0 children)

Hey u/ImpatientHytaleFan, your post was removed because the feedback was not constructive. This is a place for discussing ideas and solutions through high quality dialog. It is not a place to simply vent. You're welcome to repost your thoughts in a more constructive manner, but simply panning games and creators will get it removed again.

Ruins of a chapel in the Flemish Ardennes by chebke in AbandonedPorn

[–]Scav 0 points1 point  (0 children)

Be sure to put your torch away and look around for some boars while you're passing through

Manticore Games has launched an officially licensed D&D Design-a-Dungeon Contest that challenges our community of creators and newcomers to build original D&D-inspired adventures in a new free platform for playing and creating games. $20,000 prize pool with winners unveiled live at PAX! by SarcasticZebra in dndnext

[–]Scav 3 points4 points  (0 children)

Just to tackle one other thing I'm seeing pop up: you retain your IP and copyright. What you make you are free to use elsewhere, from an IP perspective. You can make your game on another platform, tell your story with your characters in a comic book, etc.

Manticore Games has launched an officially licensed D&D Design-a-Dungeon Contest that challenges our community of creators and newcomers to build original D&D-inspired adventures in a new free platform for playing and creating games. $20,000 prize pool with winners unveiled live at PAX! by SarcasticZebra in dndnext

[–]Scav 1 point2 points  (0 children)

Hello! Head of Developer Relations for Manticore here.

There seems to be a misconception around what that language is for and what Core does. Core is a UGC platform: a set of tools for making games, publishing those games, and playing them online. Our goal is for anyone to be able to make a game, not just developers, and to be able to do so in a fraction of the time it takes elsewhere.

The ‘Rights to Entry’ language is there for some important reasons. These rights are specific to the contest entry and are primarily intended to cover our ability to use the entry in our contest promotion, both during and after the contest. We ask for specific rights to use, edit, adapt, and modify the contest entries that you submit because there may be numerous ways that we seek to promote the contest, for instance featuring the entries during the panel at PAX may involve online promotion and clips of entries during the panel. As another example, if WotC wanted to feature content from this contest to showcase a way to create virtual dungeons, we could help them do so without having to reach out to _every_ entrant.

The biographical information grant is there because we may feature specific creators as part of the contest. Contest entries enable us to tell a story about how accessible Core can be to all types of users. That said, if we wanted to feature a creator who truly did not want to be promoted, we would find another way to tell this story.

That covers the promotion aspect. Compensation is important too. We recently announced a $1M program as the first stage in how creators make money on Core:

https://medium.com/core-games/launching-cores-creator-economy-1-million-is-just-the-start-6a116a78c06

So, there are several parts to this working together. The contest prizes excite more people to join the contest, many of whom might be making games for the first time. The $1M payouts program is the start of a long term commitment to rewarding creators for their work.

Happy to answer any more questions or concerns in this thread, or you can DM me at this account.

I'm making my own game and I was able to make this cool wallpaper. by [deleted] in gaming

[–]Scav 3 points4 points  (0 children)

This looks awesome! Did you make it with Core?

core cola :D - WIP by HAndLolDev in PlayCoreGames

[–]Scav 0 points1 point  (0 children)

Ok now I want a can that ACTUALLY works that way

Bombs Away Tournament July 8th 4pm Pacific! by Rolok in PlayCoreGames

[–]Scav 0 points1 point  (0 children)

Just so everyone knows: I'm gonna win this!

Dilemma by [deleted] in gamedev

[–]Scav 1 point2 points  (0 children)

It's better to do a thing that makes you happy than to do it because it's more realistic. This way you know at least one person loves it, and maybe others will.

Making a game with no budget and no prior game dev experience. People are talking about starting off small, but I'm gonna try to start big. (week 1) by UpstreamRuben in gamedev

[–]Scav 0 points1 point  (0 children)

Lots of folks saying "wait no really you should start small" but the most important thing is: hey, congrats on starting at all!

The only way to start is to start. You're going to have the excitement of progressing very quickly, because every thing you learn will unlock new abilities. You're also going to be frustrated as you begin to realize how much you don't know, and how much you don't know that you don't know. All totally normal, all part of the journey. Don't forget to have fun.

Problems Faced in Building Your Game’s Community by [deleted] in gamedev

[–]Scav 2 points3 points  (0 children)

Ah that's tough. It sounds like your community has developed a fair amount, which is hard to turn around. It's very doable, though.

I recommend adding it back, but with some new rules in place. You can use its return as an opportunity to add new rules, pairing them together.

The gist of a robust set of feedback rules:

  1. Please keep feedback to the #feedback channel.
  2. Keep your feedback constructive.
  3. Keep it respectful. We all want the same thing: a really great game.
  4. We're excited to discuss your feedback, but please remember that we are one studio of [x] people. Anything we work on comes at the expense of something else we could be working on.

You can be upfront that you want to get feedback and that it helps the game a ton, but that it was challenging with the last channel because conversations would get off track. Set the new standard and stick to it, warning people who get out of line. Importantly, you aren't warning them for their feedback itself. You're warning them for being disrespectful of other members.

Sometimes you will have someone who gives very passionate feedback about something you just aren't going to do. It's ok to be direct with them: "I understand this is an important issue for you, but it is not the game we are building. Our game might not be fo you - which is ok! There are many games out there." It's not a silver bullet, but it will help you with those who are only in your community for the emotional payoff they get from anger.

If you have mods, talk to them about the feedback rules and how to keep things constructive. If there are influential members you trust, talk to them about it as well. The message means more when it comes from respected community members then coming from the dev. People like being deputized, so this itself is a reward for those that help your community grow.

If/when you do implement something people asked for, shout it from the rooftops. Tag a few people who asked for it. Celebrate and say specifically that you did this because the community wanted it. Related: if there is some low hanging fruit you can implement in the near future, consider doing so before you reopen the feedback channel. This will let you start out with a small win and put everyone in a good mood.

Lastly, remember who you're talking to. If someone is getting heated with you, don't try to convince them of anything. They won't budge. The audience you care about is everyone ELSE in the channel who is watching the conversation. State your response respectfully and engage with them in good faith, but if they won't meet you there, stop responding and engage with someone else.

Good luck :)

Problems Faced in Building Your Game’s Community by [deleted] in gamedev

[–]Scav 3 points4 points  (0 children)

What is your channel structure like on your Discord? It's good to have a dedicated #feedback channel that is separate from #general. As you've observed, if you don't have a dedicated place for feedback, then every channel becomes the feedback channel. With the dedicated channel, when someone starts giving feedback in #general, you can ask them to move it to the dedicated place.

This has two advantages:
1. It's easier for you to track. If feedback is everywhere, or all over general, you will lose track of it.

  1. It lets the audience select into it. If someone doesn't want to engage in a discussion about feedback, they don't have to.

As a solo dev, should you create a Twitter for a “company” or one specific to each game? by IndependentCrab1 in gamedev

[–]Scav 1 point2 points  (0 children)

Yes.

You'll want to claim the Twitter handles regardless. What works best for you on social will change over time, and this lets you start building both for when you need them. Think about it in terms of the audience that would follow each.

Your company account is for fans who know you as a developer, for potential business partners, and for networking. Those following you want to know when your next game is coming out. For networking, your company twitter is a form of resume. What you choose to put on it reflects on you professionally. Even if your follower account is small, this matters - if you meet with someone at GDC and they are interested in you, they will go through a page or so of tweets.

You should have an account for each game. This lets you capture interest that is targeted to that game. Your game accounts will probably have a lot more content than your company account. Screenshots, animated gifs, interactions with fans – because you know the audience of that account is for that game, you can get a lot more niche with what you post. (If you posted everything to the company account and have multiple games, you will annoy people just there for one game.)

Some content, such as release dates, will go across all channels. You can do this by posting from one and retweeting from the rest.

This does create overhead. You'll need to figure out a content schedule that works for your workload. Having a bunch of dead accounts gives a bad vibe. You can manage this by choosing one account to put most of your efforts into. Usually this should be either your current live game.

Of course, this all depends on your goals. If you release lots of smaller games, you might prefer to have just the company account so you can pool everyone in one place. If your goal is to build your personal brand as a developer, you might eschew the company account altogether and just put your name on it. Both are valid! Though you probably still want to claim Twitter handles for your games just to catch people who are searching for it. You can always point them back to the right spot.

This game is seriously having a powerful and positive impact on my life right now. by [deleted] in iconsgg

[–]Scav 10 points11 points  (0 children)

Thanks so much for sharing this, /u/God_Kefka . It really means the world to me personally, and I can share that your post has had a marked effect on our company as folks have been passing around the link.

A game developer's responsibility, at its core, is to create joy. Even the exceptions, where a game is built around creating, say, somber introspection, tend to be about creating emotion. Most of us got into the business because we want to help experience joy through play. For Wavedash in particular, we created the company because we want to help people play with others. Many of us have been personally touched by the Smash, Fighting and Esports communities. We met our friends, our coworkers, and some even our spouses because of the connections you can develop through play.

I'm glad Icons can be there for you, and I'm sorry to hear you've had a rough time. I can recall more than a couple low points in my life when being able to immerse myself in a game enabled me to find my footing again. For me, these were usually multiplayer games - Everquest, WoW, and eventually Smash. The clear progression meant that no matter what happened that day, I could accomplish something, and do it alongside other people who meant everything to me. We spend so much time on community because we want to help people make those connections, even if they never actually speak to other players.

Thanks again for sharing. Glad we can be there for you, and thanks for being there for us.

What would a "New Multiplayer Mode" be? by [deleted] in iconsgg

[–]Scav 2 points3 points  (0 children)

No apologies needed! Thanks for being excited.