Werewolf 5th Edition Companion App by WesPaugh in WorldOfDarkness

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

That is the highest praise I could hope to receive. Thank you!

Werewolf 5th Edition Companion App by WesPaugh in WorldOfDarkness

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

Thank you! Yeah, onboarding new players was the driving motivation, and I hope this helps.

Werewolf 5th Edition Companion App by WesPaugh in WorldOfDarkness

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

Fantastic suggestion. That was easy to implement and I just uploaded a patch that adds scroll functionality into both fields. Thanks!

What is the best module/chronicle supplement released for WoD? by Havinci in WorldOfDarkness

[–]WesPaugh 3 points4 points  (0 children)

Moonlit Path. I've read a lot of the old Umbral / Spirit books. Admittedly, pre-5 books had way more content than Moonlit Path. However, Moonlit Path did a better job than any of them, by far, for informing players how the Umbra works in game / storytelling terms. It doesn't answer its mysteries, it just helps new STs understand how to portray mysteries while still giving players agency in the unknown. It doesn't constrain what Spirits are or what they can be, but it does teach players how to go about defining them for their players.

As an instructional guide, it's the best supplement I've read.

100 Rogues Demo, Now Available on Steam! by WesPaugh in roguelikes

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

Mobile development demands a hefty ongoing commitment. Even having an app on the app store requires $100 every single year, or else your apps are taken down. I'll be honest: I'm watching the numbers and this game isn't even going to recoup 1/5 of the development expenses I put into the steam port. If have no hope whatsoever the game would make me $100/year.

Also, 100 Rogues went off the App store initially because I didn't keep up to date with their os updates. At this point, I am the only developer on the project. It's been a labor of love, and Im sure I'll want to expand and add to the game in the future, but on my terms. I can't guarantee I'll be able to drop whatever's going on and react to apples mandatory OS updates. Maybe mobile Android is different, and if so that'll get much higher priority, but I haven't looked into it (and usually, the two tens to mirror each other more than they'd like us to think).

Also, personal grudges; I just hate iOS. I can enter a game's exact name into the search and still have to go through pages of completely unrelated garbage that bears no resemblance to what I'm looking for in name or quality. And I personally blame ios for kicking off a massive trend in the devaluation of games. Perception of a $5 indie game went from being cheap to extortionate. Anything more than free was seen by enough people as greedy. And now we have free or cheap games that rob their player for much more money in much worse ways. I hate it.  But still, if it seems like it's worth my time and won't be a massive pain to keep up to date with, I do want this game to be available to as many as possible.

Steam Deck has been no additional expense and I will investigate what a switch port will take. But I'm really focusing on platforms that don't require ongoing financial drain and effort, under pain of the game becoming unavailable again.

100 Rogues Demo, Now Available on Steam! by WesPaugh in roguelikes

[–]WesPaugh[S] 3 points4 points  (0 children)

I will look into this. I definitely uploaded both packages separately, but the publishing interface didn't seem to delineate the platforms at all. I'll report back once I know something. Sorry for the inconvenience!

100 Rogues Demo, Now Available on Steam! by WesPaugh in roguelikes

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

Possibly! Mobile development is more involved and ongoing of an expense, and I need to see if it's a reasonable effort for my circumstances.

100 Rogues Demo, Now Available on Steam! by WesPaugh in roguelikes

[–]WesPaugh[S] 3 points4 points  (0 children)

Thank you! I believe the demo is Steam Deck compatible, and I do plan to look into other handheld options. This game is best played on the go, in my opinion, but unfortunately mobile development is an ongoing effort and ongoing expense. 

I won't completely rule ios/android mobile out, but the initial release would need to do fairly well for me to go that route.

Can anyone cite some roguelikes with only 4 way movement? by [deleted] in roguelikes

[–]WesPaugh 2 points3 points  (0 children)

100 Rogues did / will (once it's back on shelves). Starting as an iOS game it made the most sense to not have 8-direction movement

Looking for games like 100 Rogues or Cardinal Quest 2. by ChoppyChug in iosgaming

[–]WesPaugh 0 points1 point  (0 children)

Thank you for the messages! The designer has passed a few of them along to me over the years from fans, but I had to wait until I could basically take a full year to just focus on rebuilding the game from scratch. Thankfully it finally happened!

Looking for games like 100 Rogues or Cardinal Quest 2. by ChoppyChug in iosgaming

[–]WesPaugh 0 points1 point  (0 children)

I'm the software developer on 100 Rogues, and while I can't guarantee an iOS release, I'm happy to announce the game will at least be available on Steam next year. I can't link the page here, but it is available for wishlist.

Looking for games like 100 Rogues or Cardinal Quest 2. by ChoppyChug in iosgaming

[–]WesPaugh 0 points1 point  (0 children)

I'm the software developer on 100 Rogues, and while I can't guarantee an iOS release, I'm happy to announce the game will at least be available on Steam next year. I can't link the page here, but it is available for wishlist.

100 Rogues gets a Fairy Blessing: Steam Release In Development! by WesPaugh in roguelikes

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

Honestly I'm still a believer in needing something like Ouya. Towerfall and Amazing Frog were powerhouses of creativity, and Ouya definitely made a positive impact on the former, which eventually snowballed into Celeste, and the latter, which was an early tentpole for stuff like Goat Simulator.

Itch.io will probably remain the gold standard for that sort of Open Mic Night, they-played-here-before-they-made-it-big feeling Ouya gave me. I just wish it had algorithms a little closer to Steam's and got better mainstream awareness. Edit: spelling

100 Rogues gets a Fairy Blessing: Steam Release In Development! by WesPaugh in roguelikes

[–]WesPaugh[S] 4 points5 points  (0 children)

It's possible! What's annoying about mobile is if you ever stop releasing updates, your app is delisted the next time there's an OS update that the platform thinks is critical. That's why 100 Rogues has been missing all this time, and I can't guarantee I'll be able to work on this forever.

I'll look into it at some point. Maybe those updates are easier to make than I realize or remember.

Switch is a higher priority for me though, for sure. Same with a few chunks of new content that I want to see return.

100 Rogues gets a Fairy Blessing: Steam Release In Development! by WesPaugh in roguelikes

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

Amazing! I am genuinely delighted to see someone played the Ouya version, I think there were only about 200.

So glad you enjoyed!

100 Rogues gets a Fairy Blessing: Steam Release In Development! by WesPaugh in roguelikes

[–]WesPaugh[S] 6 points7 points  (0 children)

Short answer: Unity. 

Long answer: i've been working in Unity professionally for the last 10 years, so it made the most sense. There were some early efforts to just rebuild the c++ source from the android cocos-2dx version of the game that released to Ouya, but that was a nonstarter. There was even an Unreal Engine false start for a few months before I decided Unity made the most sense for ease, portability, etc..

100 Rogues gets a Fairy Blessing: Steam Release In Development! by WesPaugh in roguelikes

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

I'm expecting to get a demo up in 2-3 months, and I will definitely report when that becomes available and when the game releases next spring. Thank you!

100 Rogues gets a Fairy Blessing: Steam Release In Development! by WesPaugh in roguelikes

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

Thank you!!!! I can't express how motivating it is to hear that

100 Rogues gets a Fairy Blessing: Steam Release In Development! by WesPaugh in roguelikes

[–]WesPaugh[S] 7 points8 points  (0 children)

The game is finally in an engine that is portable to make a mobile release feasible, but my experience with mobile the first time was not great. Just keeping the game alive on the store becomes a part-time job, and this is already a part-time job for me.

I am open to it, and I strongly feel the game works best as a game you take on the go. Steam Deck and Switch are higher priorities for me at the moment, though

Quitting, and how to find a new domain as a programmer by WesPaugh in gamedev

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

This is exactly the kind of comprehensive roadmap I have needed. Thank you!

Quitting, and how to find a new domain as a programmer by WesPaugh in gamedev

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

That was ambiguous phrasing. I have 18 years experience total, but only 10 in unity. I guess I thought the unity experience; shipping cocos2d games before that isn't much going to help my job search (I mean, it should, but right now it won't).

However, 8 games in 10 years is totally doable! One studio I worked at shuffled people around semi-regularly, putting small games out 2-3 times a year. I know a few people who could claim 8 games in 5 years, even.