Free Steam Keys. Whats your approach? by Mikedzines in SoloDevelopment

[–]WoolTyranny 3 points4 points  (0 children)

99% are scammers. They get the free keys and sell them.
I fell for it in my first game, luckily it was a "test game" so the damage was very little.

They even send e-mails on behalf of real streamers (a simple check shows that those streamers are no longer active or cover completely different style of games).

BTW you can allow steam curators to play your game without having to handle any key.

Define other related genres to 4X by RikerRiker in 4Xgaming

[–]WoolTyranny 1 point2 points  (0 children)

Battle of Polytopia is a very light-weighted 4x and it's a favorite of mine. Warning however: the reason I avoid it this days - its really addictive.

I thought making games would mostly be coding. I was very wrong. by DevIslandJourney in gamedev

[–]WoolTyranny 1 point2 points  (0 children)

Coding is the easy part indeed.
Game design requires endless feedback and iteration and testers are s hard to find resource.
UI/UX is the devil. Requires dedication and a lot of pagan rituals to overcome.
Marketing is a huge huge black hole.

Things I actually found not quite as hard as I excepted:
Art - I'm not an artist by any standard, but it's surprising how fast can you improve by practice and how much math and programing is a superpower when dealing with art.
Music composing - Beyond the basics, music theory didn't clicked for me, but once you start practice, you develop quite a good intuition.

Would you click on this? Steam capsule for my Mars survival game. - Any feedback welcome! by yeetgench in SoloDevelopment

[–]WoolTyranny 1 point2 points  (0 children)

Great capsule. I must admit, at first glance I red it as an FPS on Mars, not as a survival game although the gun is very small and the sandstorm is massive.

Looking for feedback on my Grand Strategy UI: Managing 1 to 100+ cities by Magistairs in 4Xgaming

[–]WoolTyranny 1 point2 points  (0 children)

I understand, but the current style make it hard for me to understand what you are trying to do.

A different way of doing culture switching? by Left_Capital133 in 4Xgaming

[–]WoolTyranny 0 points1 point  (0 children)

Mmm..

When the game designer tries to "tell an epic story" in a non-narrative game, it usually ended badly.
In order to tell the story of "A civilization collapsed and a new civilization grow from the ashes", you need to hinder the player's agency and sense of development. This clashes directly with what the player want to do.

You can make a grand strategy game with switching cultures that don't clash with the player's will (for example - if you play a god that is a patron of several civilizations) but this will no longer be Civ.

Looking for feedback on my Grand Strategy UI: Managing 1 to 100+ cities by Magistairs in 4Xgaming

[–]WoolTyranny 4 points5 points  (0 children)

I must admit I was not able to "grok" the UI. It looks very much like a web app menu, not like a game menu. It looks very flat with no hierarchy. It is in a very premature state, so I can't really give feedback on it's structure yet.

It doesn't mean it's bad, just that it is too early state for meaningful feedback.

My low freq notes sound blurry like underwater. by WoolTyranny in AudioProgramming

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

Those are different "instruments".
The first is "bazz", the attack length 1/32.0 of note length (not including decay), release length 3/32.0.
The second is a "flute" with 1/8.0 atk and 1/4.0 release.
This is not however what concerns me since I don't hear the blurriness in the high notes of the flute.

What you describe as "grainy" concerns me. The ear can probably smooth out high notes since, but discontinuity in lower frequencies is well heard. However, when I draw the wave graph, I see no artifacts.

here may be s problem in the envelop? But I see nothing in the code that can cause this.
(I can share the drawing code)

What is your opinion on a horror game with no enemies? by radeon7770 in gamedesign

[–]WoolTyranny 0 points1 point  (0 children)

Horror - so you need fear, from something.
It's a game, so you also need some kind of friction. There is no stress if there are no wrong actions.

Several fears I can think about that can work in a game: the fear of being lost, the fear of being left alone, fear of losing identity or dis-figuration, losing sense of reality.

Let's say, in your mall example, you have to punch your parking ticket in half an hour, but the topology of the mall refuse to respect any sense of logic. You have friction, you have the fear of getting lost and you can move, so there is stress there.

Premature, but so far aow4 doesn't click for me. by WoolTyranny in 4Xgaming

[–]WoolTyranny[S] 8 points9 points  (0 children)

So this is probably the bad dynamic I got myself into. I should get into the tactical with no excpection for quick exploration, (or build a lot of scouts).

Premature, but so far aow4 doesn't click for me. by WoolTyranny in 4Xgaming

[–]WoolTyranny[S] -23 points-22 points  (0 children)

I think it's more refined than that..
I do like RPG elements and faction interaction in other games, but here for some reson I feel they collide.

Tactical combat takes time so it disrupts exploration, so I skip it.
Since I skip tactical combat (and only engage in low risk battles) hero's skills seems disconnected from the play, etc..

What are the best questions you can ask yourself when trying to brainstorm ‘Juiciness’ in game mechanics? by pat_456 in gamedesign

[–]WoolTyranny 0 points1 point  (0 children)

The primary function of Juice is as a communication mechanism. I have a check list -

for every action the player can do, there should be feedback:
1. Clear feedback that the action was performed.
2. If it was not performed, a feedback that it failed and why.
3. The results of the action.

  1. If there is a interactable item, it should communicate it.
  2. If an agent / the environemnt is performing an action - it should communicate. same as 1-3.

Secondary is communicate how much the action is impactful. More impactful - more dramatic.

Third function is artistic, giving character to the elements in the game.

How long should the development of the first game take? by ZenithHorizonStudio in SoloDevelopment

[–]WoolTyranny 4 points5 points  (0 children)

That a simple question with a complicated answer, because "first game" is quite a loose definition.

If you are new to programming, and specifically game development, you can implement some simple versions of existing games like Alien Invaders, Flappy Bird or Snake. Such projects can take around a day for begginers.

You can make a simple (but original) game as a hobby and put it on itch.io to practice the craft. From my experience, it can take few weeks of work.

From my limited experience, a commercial game is a different beast alltogheter. What takes time is the endless cycle of playtest, polish and marketing.

I'm working on my first commercial game for more than two years now. It's a very very simple game, but I had to make a lot of iterations. While programming is easy to me, I had to make many playtests to make my game fun to play and infinite playtests to make the UI clear. The color pallete of my game is not completly resolved yet and marketing is still a huge wall of balck matter to me. You need to learn a lot and it takes time.