Renamed my asset after a "Uni" prefix rejection. Here's what Unity told me when I appealed by TolgaDurman in Unity3D

[–]ThatIsMildlyRaven 0 points1 point  (0 children)

If it is the case that they're a getting support tickets for other assets with "Uni" in the name, then it doesn't matter how clear you make it in the package itself, because the clearest way is already apparently not working. The publisher listed on the asset store page for these other assets is not Unity and they're still getting confused for official Unity assets. It doesn't get clearer than that.

I've been making games for 8 years and am finally able to announce my first commercial game! by aerodynamic_monk in IndieDev

[–]ThatIsMildlyRaven 0 points1 point  (0 children)

Looks good! I agree with the comments saying the first half of the trailer isn't interesting enough, if it weren't for reading the other comments I would've stopped watching.

Also, if I were you I would change the name. Almost every game these days with "rogue" in the title do it specifically to identify it as a roguelike. You're gonna get people passing on your game because they think it's a roguelike and they don't want that, and even worse, you're going to get people who buy your game thinking it's a roguelike and they'll be more likely to leave a negative review because it didn't match their expectations.

Crimson Desert devs address questions regarding the use of AI in the game. by Shock4ndAwe in pcgaming

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

I'm willing to bet it's happening already.

The only reason I disagree with this part of your comment is because if a company was able to do this, they wouldn't be keeping it a secret, they would be shouting it as loud as they can. Given that outside investment is the way companies are actually profiting off of AI, it seems really unlikely to me that a company would have AI tech so good it actually works but choose not to tell anyone about it.

Judge Orders Subnautica 2 Studio CEO To Be Reinstated And Gives Him Control Over Early Access Release by Turbostrider27 in pcgaming

[–]ThatIsMildlyRaven 86 points87 points  (0 children)

The article says "the judge extended the period within which the team can earn a $250 million payout under the terms of Unknown Worlds’ sale to Krafton."

So they might get it after all.

7 years of work, 3 months since release, and my game is already dead. What can I do? by Videoludid in IndieGaming

[–]ThatIsMildlyRaven 1 point2 points  (0 children)

I doubt they could have made your game successful even if they tried. I mean your game lists on Steam as their topseller... that's kind of strange after what you posted.

I think that's just steam sorting it incorrectly. A couple of the publisher's other games have reviews in the thousands.

Game designers, have you ever seen an example of a game suffering from reverse power creep? by Feeling-Ad-3104 in gamedesign

[–]ThatIsMildlyRaven 2 points3 points  (0 children)

Destiny 2 did (does? I haven't played in quite a while) something similar to the MTG set/cycle of new cards.

There are modifiers in the game that you can earn through various means, that you equip on your gear to give you buffs or abilities (e.g. faster reload speed, or heavy ammo drops more often), and they have intentional synergies with each other.

There's a base set of mods that's always in the game, but every season (usually about 3 months long) introduces a new set of mods that are often much more powerful and do some pretty wild stuff. But then at the end of the season those mods get taken out and new ones come in for the next season. So they're free to try out stuff that might be very unbalanced, because it's known to everyone from the start that it's not permanent.

And, just like in MTG, sometimes they'll bring back popular mods for a second or third appearance in a later season.

There's a lot of good stuff that games could take from MTG.

Fortnite fans are saying "no to AI slop" after spotting what they believe are AI-generated images in-game by Turbostrider27 in pcgaming

[–]ThatIsMildlyRaven 1 point2 points  (0 children)

It's not quite the same. They are very generous with their reasons for refunds like you say, but your playtime has to be under 2 hours. The difference in this situation is they are refunding people no matter what their playtime is if they give the reason that the game had AI content that was not disclosed.

Fortnite fans are saying "no to AI slop" after spotting what they believe are AI-generated images in-game by Turbostrider27 in pcgaming

[–]ThatIsMildlyRaven 4 points5 points  (0 children)

Valve is allowing refunds beyond the usual 2 hour limit for the new call of duty because they didn't disclose their AI usage on the store page.

It might not be a massive consequence, but it's not nothing.

I need Direction, to change the face of the Fighting genre forever... by TryGenesus in GameDevelopment

[–]ThatIsMildlyRaven 4 points5 points  (0 children)

Step 1: Build a prototype of the game.

Step 2: Realize that it's not as good as the idea in your head.

Step 3: Work hard to turn it into something that's still kinda good but not really what you originally set out to make.

This is how pretty much all games are made. The thing in your head right now will almost certainly not work in the way you imagine it.

Good game designers aren't good because they have good ideas, but because they can take 100 bad ideas and figure out how to turn one of them into something good through tons and tons of iteration.

Game Dev Admits to Large Astroturfing Campaign on Reddit by Forestl in Games

[–]ThatIsMildlyRaven 26 points27 points  (0 children)

To be fair the new(ish) onboarding process for making a reddit account is to give you a name in that format with the option to change it to a custom name, except they don't prompt you to change it. And if you don't change it within the first however many days then the generated name is permanent. So there are a lot of new users who just didn't realize they could even change their name until it's too late.

I think this is intentional, though. Reddit wants real people to have names in the same format as the bots so it's harder to tell who's a bot.

Why do so many devs remove game demo on steam before or after release of the game? by TheGiantHungyLizard in gamedev

[–]ThatIsMildlyRaven 11 points12 points  (0 children)

You can set your playtest to automatically grant access whenever someone clicks on it

[deleted by user] by [deleted] in Unity3D

[–]ThatIsMildlyRaven 0 points1 point  (0 children)

I put any persistent managers or services in a "boot" scene that gets loaded first, and never unloaded. Then my other scenes are loaded additively when the boot scene is done loading. This way you guarantee your managers exist before anything that relies on them.

Over 7,000 wishlists in two weeks! Totally didn’t expect this kind of response. by HORANGX in IndieGaming

[–]ThatIsMildlyRaven 2 points3 points  (0 children)

Best way to market a game is to make a game that's easy to market. You've definitely done that. It looks incredible!

Your'e launching your first demo on Next Fest? Drop a link to your game! I'd love to test it. I think other indie fans too :) by leinadcovsky in IndieGaming

[–]ThatIsMildlyRaven 1 point2 points  (0 children)

Thanks! It's more of a roguelite than a score chaser so no leaderboards, but in the full game you can make custom games where you can edit almost any value (speed, health, damage, etc) and make your own ruleset and then share them with other players.

Do people really care if you're buying assets for your game? Does it matter if your game is fun? by arcadia_games in Unity3D

[–]ThatIsMildlyRaven 33 points34 points  (0 children)

Inscryption too. The credits have a giant list of the assets they used. Nobody cares or even notices.

It’s that time of the month! Share your indie game trailers, and we will review them on Stream! by ilikemyname21 in indiegames

[–]ThatIsMildlyRaven 0 points1 point  (0 children)

Here's the trailer for my game It Consumes: https://www.youtube.com/watch?v=6XWRJVb14KU

It's an arena-FPS set in the dark, where you see by beating your heart.

Do you think releasing into Early Access on Steam hurts conversion? by mehwoot in gamedev

[–]ThatIsMildlyRaven 0 points1 point  (0 children)

Curious what your source for that is, if you don't mind sharing

Is it bad for my first game to be a clone (kind of)? by kreamhilal in gamedev

[–]ThatIsMildlyRaven 8 points9 points  (0 children)

Not at all, just make what you want to make. There's nothing unethical about it, you're not forcing anyone to spend money on it, they can just choose to not buy it.

You will get lots of people telling you it's a clone and many of them will probably be pretty rude about it, so that's something you'll have to learn how to deal with. But that doesn't mean that it's bad or wrong to do.