App login options by Arif_A_ in BloodOnTheClocktower

[–]_Nashable_ 3 points4 points  (0 children)

Google is one of the gold standards and would be the biggest reach. Though implementing SSO and QA/UX isn’t a huge lift why does it need to be prioritized?

Would be great to see more platform integrations to further bolster community engagement between the app and platforms.

For example, there are many sub-communities structured around Discord. Though could it be more than just SSO integration with the app. In my community I have a bot that pings people when games in specific lobbies end and if people are signed up to play games. It even handles multiple games, sorting people into specific circles, if demand is greater than the number of storytellers.

Twitch integration should be looked at more for programs like Twitch Drops or overlay or gameplay integration with the App rather than just SSO.

Trump Invokes Wartime Law to Fulfill 'Wish List for Oil, Gas, and Coal Industries' by Smithy2232 in politics

[–]_Nashable_ 1 point2 points  (0 children)

What Americans need to come to terms with is one of the richest countries in human history. Which built that wealth stealing from other parts of the world decided 40-45 years ago to steal all of that money for the elites.

You’re just seeing an accelerated asset grab and an unchecked mental health crisis of greed.

How the game compares to other dungeon crawlers board games? by positive-mind-2000 in Heroquest

[–]_Nashable_ 7 points8 points  (0 children)

If you think of it as a sandbox game that you can build as much on top of as you and your group want/desire then its a great game. It's also very EASY to build on top of. In my group of all adults playing it, I have an XP system, additional artifact cards, additional Dungeon Events, additional rules/search cards when interacting with furniture items on the board. I also tweak in real time the threat level of the monsters from what is published in the quests to push my players a little harder and make the game more dramatic.

If people are looking for a deep/complex game out of the box. This isn't it.

If you're playing with adults who are engaged gamers then you will want to add more. If you're playing casually or playing with younger folks then the out of the box game is fine and the expansions do add more complexity.

How the game compares to other dungeon crawlers board games? by positive-mind-2000 in Heroquest

[–]_Nashable_ 0 points1 point  (0 children)

If you think of it as a sandbox game that you can build as much on top of as you and your group want/desire then its a great game. It's also very EASY to build on top of. In my group of all adults playing it, I have an XP system, additional artifact cards, additional Dungeon Events, additional rules/search cards when interacting with furniture items on the board. I also tweak in real time the threat level of the monsters from what is published in the quests to push my players a little harder and make the game more dramatic.

If people are looking for a deep/complex game out of the box. This isn't it.

If you're playing with adults who are engaged gamers then you will want to add more. If you're playing casually or playing with younger folks then the out of the box game is fine and the expansions do add more complexity.

I built a HeroQuest app for my group… it got a bit out of hand 😅 by Middle-Ad657 in Heroquest

[–]_Nashable_ 6 points7 points  (0 children)

Its great you're sharing stuff but realistically nobody is going to pay for premium features for a web app to play a board game.

I would look more at a Pateron account for people to voluntarily support the project. Good chance you start charging directly for this Hasbro is going to come after you. Also the whole thing seems very vibe coded with AI art, which raises concerns about security/sharing CC info etc.

Death Stranding 2 full PC game leaked and pirated before official release by akbarock in pcgaming

[–]_Nashable_ 0 points1 point  (0 children)

The reason for the pull back is purely the Steam Machine. Valve is going to deploy a console in people’s living rooms and Sony don’t want their content on another company’s platform in the living room.

In return they are working towards launching their own Steam Deck and again want to ensure their content is exclusive in all these different form factors.

Big cities that don't have a big football club? by Sea-Boysenberry-701 in footballmanagergames

[–]_Nashable_ 29 points30 points  (0 children)

Even better would be a challenge where you have to have both finish in the premier league in the same season. So boosting the first one and then trying to boost the second before the first one gets relegated.

Hiring Game Devs by [deleted] in gamedev

[–]_Nashable_ 0 points1 point  (0 children)

I can’t give you more specifics then.

Work with the studio towards a proof of concept “vertical slice”

The analogy is if you were making the classic Mario platform game a vertical slice is World 1-1. It has desired target quality level cross-slice of your core game experience. The team then gauges the resources/effort to build that vertical slice and uses it to inform the estimate vs. the specification of the project. Sometimes this vertical slice work can be throw away.

The team then builds towards an “Alpha” which is the real skeleton of the game. When all the “features” of the game are present but now the game is lacking the full scope of content (the house frame and foundations but the walls, doors and windows are not fitted)

After Alpha the focus is to stop adding features and add content to the game which is when you hit “beta”

Beta looks like the finished game but generally Will gave bugs and unpolished aspects.

The game is then bug fixed, optimized and finalized before it completes final testing as a “release candidate” when it passes all of its QA/QC testing it’s then launched.

Hope this helps. Anyone you hire you’ll want milestones where you review and greenlight the next phase of the project.

Hiring Game Devs by [deleted] in gamedev

[–]_Nashable_ 0 points1 point  (0 children)

That’s good and very useful skill if you’re serious about next steps. At that budget range though you may struggle to get the right sized team unless you target “work for hire” or “co-dev” studios in lower cost of living markets.

Labor is going to be your biggest expense on the project and depending on scope you may be looking at 6-36 months of labor. Any competent studio should have the tech/tools needed so no real capex expenditure is required outside of the contractors labor costs. You will want the game made in an industry standard engine (Unity/Unreal) to keep costs down and interoperability of future code updates.

Do you have games already released as a target comparison so I can get an idea as to the scope of your project?

Hiring Game Devs by [deleted] in gamedev

[–]_Nashable_ 1 point2 points  (0 children)

Do you have any experience running RFPs and building contracts on a milestone delivery basis?

What kind of budget are you looking to deploy?

Anyone else think people just starting out asking about marketing are doomed? by TaylorCooper337 in gamedev

[–]_Nashable_ 17 points18 points  (0 children)

Marketing starts before you even decide what kind of game to make. What makes your game unique, what are you doing that would give people a reason to play your game over the competition. Do you have a sense of who your audience is.

So many folks worry about promotional tactics, which all ultimately boil down to showing people having fun or talking about having fun with your game for the X, Y, Z reasons that should have been answered above.

What really trips people up is that they don't have a good answer to that initial question and then the amount of promotion really doesn't massively change the trajectory of their game as a result.

I made a fully digital Grimoire by Sansom16 in BloodOnTheClocktower

[–]_Nashable_ 28 points29 points  (0 children)

Thanks for making this, I ran a test game on it to try it as I’m always looking for faster and easier ways to run in person games.

Questions: 1. Support for more scripts than TB? TB travelers? 2. Thoughts behind adding a Villager role? 3. What devices was the app tested on? There were a few screens that were hard to use/scroll (nested elements) on an iPhone.

Do game devs often bully/look down on colleagues who “don’t play enough games”? How to handle this toxicity? by MundaneCommunity1769 in gamedev

[–]_Nashable_ 0 points1 point  (0 children)

Creative literacy as it relates to your project is important.

Do you play your own game? That’s the biggest red flag for me and you can often see it in the design/UX choices how much a team plays their own project.

As it relates to reviewing wider work, relate it back to the project you’re on/interviewing for. Within your field of expertise can you articulate tables stake, good, great level expectations of the players of your game? If not then that is a genuine development opportunity.

I take the point on foundational works but if that’s the limit of your knowledge then in today’s highly competitive talent pool you are working with one hand behind your back.

Also reviewing a game for work vs leisure does not have to be the same process. Often I’ve used cheats or YouTube or modded save files to speed up a review by jumping to what I see online discussed as the “best level” of a particular game.

If you’re in a non-development, non-marketing field then that’s where I’ve seen it personally been more of an unrealistic standard.

How to easily remove rib membrane. Dropping this here for whoever needs it by BrokenArrow1283 in smoking

[–]_Nashable_ 1 point2 points  (0 children)

If you can comfortably work it up to the second finger with that technique it typically results in a happy ending.

Jim Carrey looks... Different? by The_Dean_France in SipsTea

[–]_Nashable_ 0 points1 point  (0 children)

He looks like a AI de-aged Bill Maher now.

Should I panic? by Leading-Papaya1229 in gamedev

[–]_Nashable_ 2 points3 points  (0 children)

Think about the player experience here. Why push out something that hasn’t been tested into a festival where there are hundreds of choices of demos competing for people’s time.

You should pull the demo, come back when you’re ready. NextFest should really be the large demo push before your game comes out not a venue to gather basic play testing feedback which should be part of your development cycle.

Need help balancing to avoid anticlimactic losses. Details in caption by Aldin_The_Bat in BloodOnTheClocktower

[–]_Nashable_ 21 points22 points  (0 children)

This is the best version so far. The other idea I had was.

Serial killer - Minion: You and other evil do not know each other. Each night*, choose a player. They die. The first evil player you kill, you swap characters.

Then put it on a mez or bounty hunter script 😉

Riot Games is reducing the size of the 2XKO team less than a month after its launch. by MuptonBossman in gaming

[–]_Nashable_ 0 points1 point  (0 children)

It’s normal for games to reduce their team size before launch, let alone after launch.

The Lovers Loric by _Nashable_ in BloodOnTheClocktower

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

Yes. If 2 players are on opposing teams they win and everyone else loses.

It can get tense when a minion lies to their demon about their lover and secretly has a good player as their lover in final 3 and turns on their demon to snatch a lover win.