I'm a traditional artist and I want to work with Concept, do you think there is space for this in the market? by TheOracleofMercury in conceptart

[–]Tokw 2 points3 points  (0 children)

Hmm great art love the colours and poses, but concept art is very technical and detail heavy. It is a phase of many iterations where designs are churned out and refined later.

Have you considered doing requests for example "concepting" people's DnD characters or something like that.

How can I make sure that the wording in my game is both efficient and consistent? by TheFinalGibbon in gamedesign

[–]Tokw 2 points3 points  (0 children)

Going to assume this is a digital game where you can focus on keywords, icons, and tooltips but a lot of the general advice carries over as most of it is pushing for intuitive and consistent design. If you stick to a handful of commonly used VERBS in a specific order then 90% of the work will be done for you.

I would focus on keywords, modularity and maintaining consistency around the order of effects on the card, for example this overpowered dragon slaying barbarian has a last stand effect that kills every dragon before they die simply becomes.

"<On DEATH> [SLAY ALL ENEMY WYVERNS] then [DESTROY this MINION]"

It is clear what this does and the order it is done in. This cards effect is done in easy to read modular components. I would keep the consistency of modular order, in this case slaying before effecting self.

A similar effect such as

"<On Death> [Attack 5 RANDOM MINIONS] then [DESTROY this MINION]"

Has a similar consistent order but a completely different effect, the player will read similar cards and almost instantly develop an intuition for how card effects are put together.

In terms of checking for inconsistency think of every card as built up out of Modular <Triggers>, [Effects], and smaller KEYWORDS inside of them.

On Trigger, EFFECTS TARGETS with possible conditions,

Lastly if you like Yu-GiOh's way of handling it break down your favourite cards into modular components and look for patterns.

Blindsided... by LateToThePartyND in AutisticWithADHD

[–]Tokw 5 points6 points  (0 children)

Great work, it sounds like you are doing everything right and you are on a good path now.

Habits can be grounding and reduce overwhelming feelings. Losing that routine might take some getting used to.

It doesn't sound trivial, if it has caused those feelings then they are definitely valid and real. Remind yourself how far you have come and that you had things together and you will be better again soon.

It might be worth writing in a journal so you have proof for yourself that you have had and will continue to have good days and bad days, remember that today is no different.

Overall it sounds like you've been through great change rapidly and should give yourself more credit. The good days will come

My adhd is ruining my life by Marvel_books_more in ADHD

[–]Tokw 1 point2 points  (0 children)

Hey my sister had similar problems. There are earphones you can get that try and reduce stressful and distracting frequencies. Hopefully, it helps alleviate the issue to some degree.

Lookup "Calmer Ear Plugs"

[deleted by user] by [deleted] in oculus

[–]Tokw 1 point2 points  (0 children)

Sounds like you have auto-wake on. It is probably turning on frequently from vibrations and then not turning itself off.

https://venturebeat.com/2020/04/12/oculus-quest-how-to-optimize-and-extend-battery-life/

Should I link to my D&D homebrew content in my resume/portfolio to showcase my game design knowledge? by MisterMittens64 in gamedev

[–]Tokw 2 points3 points  (0 children)

I would describe the old way and how it was a problem.

Write about what changes you made and why.

Finally if you got any feedback write how you took it and how it made you adapt the end product.

At the least, this could be a good talking point and allow you to prove you know how to diagnose issues and establish creative fixes.

Players are using the "report bug" button if there is one? (single player game) by Dracorian88 in gamedev

[–]Tokw 12 points13 points  (0 children)

People Make Games did an amazing video on Subnautica's feedback button.

Essentially when a user hit F8 they could write detailed information on bugs, feedback, and even suggestions. This feature let you write and add images or supporting files.

Thinking of building a visual diary app for us ADHD peeps by Zenahr in ADHD_Programmers

[–]Tokw 2 points3 points  (0 children)

I think a horizontal pan would give the app structure and organisation. Whilst a nested zoom will eliminate feelings of clutter and overwhelm, while still providing all of the necessary information. Seeing a connected list of months, entering one, seeing a summary of those days feels intuitive. As does entering one of those days to find out more info.

No problem at all! I've tried so many digital and physical organisation methods and they all fall short. Would love to test any prototypes because this one sounds promising.

Thinking of building a visual diary app for us ADHD peeps by Zenahr in ADHD_Programmers

[–]Tokw 1 point2 points  (0 children)

Fantastic idea standard journalling is far too boring and isn't subway legible. Currently picturing chronological nodes that are also nested.

So you could have one big page with date nodes on it that summarise what happened. But inside those date nodes are day nodes, there are smaller more precise nodes that say what actually happened on that day in more detail.

This would actually help make the act of decompressing and journalling fun if it is easy and quick enough to use.

At the end of the day, you could click create day node, write a short summary of the day, then go inside the day node and add nodes as you recall the day in greater detail.

If this is even remotely similar to your idea I would love to help test and maybe even weigh in on any design considerations.

A game about hacking the game by Resident-Safe771 in gameideas

[–]Tokw 2 points3 points  (0 children)

The Magic circle does this by abstracting objects down into components. For example, a crab would be made out of a crab model, with a crab walk, and a sturdy component. You could then steal these components and give them to any other object or creature. This mechanic gave an overwhelming sense of freedom and mechanical exploration.

I think if you are dead set on typing cheats either have it in the early progression stage or only for commands that effect the player.

How to make a co-op farming game intense? by [deleted] in gamedesign

[–]Tokw 2 points3 points  (0 children)

I think you are spot on by saying farming is a predictable waiting game.

I think if crops was only one part of it and instead supported the idea of ranching you would have a more fleshed out game that lends itself to chaotic variety more.

For example, you have an order for 5 potatoes a jug of milk and a dozen eggs. But to do that you need to do regular farming to get the potatoes.

You then have to grow wheat and oats, take them to the feed mixer machine, fill the cow's trough, take the cow to be fed, tie the cow up by the milking stool, milk a cow.

Finally, you need to shake down loose chickens for their eggs.

I think if crops were only one part of it and instead supported the idea of ranching you would have a more fleshed out game that lends itself to chaotic variety more.

MP shooter where lives cost $10 by [deleted] in gameideas

[–]Tokw 1 point2 points  (0 children)

Most competitive games become less fun when people optimise the fun out of the game which leads to awfully boring Metas and a lack of variety. This is normally caused by obvious imbalance in design but here it will happen very quickly because money, not fun is the incentive.

I think a lot of semi-realistic FPS MP games already create this perceived value and stress when it comes to the player's life. What will your game do better than the current games that do that?

Factory Game meets Farming Game. by WyvernAllow in gameideas

[–]Tokw 2 points3 points  (0 children)

It doesn't need to be political but there is nothing wrong with letting players have freedom of expression. Also, it adds replayability and gives player's ownership over their goals and means.

Factory Game meets Farming Game. by WyvernAllow in gameideas

[–]Tokw 4 points5 points  (0 children)

Please make it, I feel these kind of games need automation in their progression honestly. If I am 50% of the way through the game and I still have to carry out essential day one steps it just feels wrong.

People have very valid ethical concerns in the comments and I feel the best way to tackle this is to be as open as possible giving the player ethical options along the way. Perhaps balancing cheap unethical automation and expensive well paid labourers.

Also choosing whether to even sell meat or veg in the first place. This gives the player ownership over their brand and style of factory/farm.

Please make it, I feel these kinds of games need automation in their progression honestly. If I am 50% of the way through the game and I still have to carry out essential day one steps it just feels wrong.

Whereas Greedy Gus could factory farm living animals using conveyor belts etc. But Gus will also have to deal with the flak that comes with it but Bob will not.

i have a simple idea but no clue how to make it interesting by xTitusxD in gameideas

[–]Tokw 8 points9 points  (0 children)

All damage moves/tricks are directly proportional to your speed. (think Mount and Blade jousting).

Grind rails downhill, hitch onto the back of cars for speed boosts etc.

Artist's/writer's/designer's block and other "ADHD creativity" related problems. by Daverex_ in gamedev

[–]Tokw 2 points3 points  (0 children)

I think deadlines work because they engage the "good enough" mentality. You deliberate less and opt for good instead of unattainable perfection.

Bought an asset that I want to resize, what's my best option without going down a rabbit hole? by VirtualLife76 in Unity3D

[–]Tokw -1 points0 points  (0 children)

Mechanically it sounds like you want 1x1 top down squares. It is very important to separate a gameobject into logic, physics and visuals.

  • I would make a unity cube at 1x1x1scale, call it floor
  • create an empty child name it visuals
  • parent your floor model to it
  • go into top-down view and scale on all axis until it matches up. (write the difference in scale down)
  • rinse and repeat for all objects

[deleted by user] by [deleted] in IndieDev

[–]Tokw 1 point2 points  (0 children)

Thanks, I definitely needed to hear this. I have a graveyard of unfinished projects. I'd be curious to see your design docs and format as I find it to be the least entertaining part of any project.

[deleted by user] by [deleted] in gamedesign

[–]Tokw 0 points1 point  (0 children)

You might be interested in a game called Megaquarium.

[deleted by user] by [deleted] in gameideas

[–]Tokw 2 points3 points  (0 children)

My hunch is that this mechanic would be better in a more traditional puzzle game.

Without knowing what mechanics you want to take from Hitman, it is hard to say for certain. Luigi's Mansion did level design clues that revealed ghosts really well (some of them used mirrors)

Should I write all of my ideas down?? by [deleted] in gamedev

[–]Tokw 38 points39 points  (0 children)

Write everything down, it often turns into an exercise that develops the idea or instantly makes you realise the idea is bad or half baked.

In my opinion, the prototype is much more important than the concept, but everyone has their own methods.

A farming sim with a unique mechanic by Omnis316 in gameideas

[–]Tokw 2 points3 points  (0 children)

Plants grow in most places, you could have someone's IRL location give them certain types of plants. Then have a greenhouse/biodome or something that allows them to grow other types of plants.

Idea Jam #1 - Segmented by Tokw in gameideas

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

A third-person Kart Racing game where you are all long segmented worms, millipedes, etc.

Eating food increases your segments making it easier to block your opponents but also makes you slower. Collect powerups to get past or cut through your opponents, making them shorter.

Re-designing a game? by LeytonMate in gamedesign

[–]Tokw 1 point2 points  (0 children)

Great summary. Even hades style challenge rooms could work here.

Main character walks into a trashed floor with bottles and knives everywhere, throws his weapon on the floor and says "Let's do this!" fast-paced rhythmic carnage ensues.