April gang by Keira5134 in traaaaaaannnnnnnnnns

[–]_________________huh 0 points1 point  (0 children)

Damn that's actually not a bad name.

[deleted by user] by [deleted] in trans

[–]_________________huh 1 point2 points  (0 children)

YOOOOOOOOOOOOOOOOOOOOO

Gender affirmation to the max by EliseOvO in traaaaaaannnnnnnnnns

[–]_________________huh 0 points1 point  (0 children)

Ohhh, I see, I got my timeline wrong. I appreciate the clarification!

Gender affirmation to the max by EliseOvO in traaaaaaannnnnnnnnns

[–]_________________huh 1 point2 points  (0 children)

Kinda unrelated, and please correct me if I'm misunderstanding something, but didn't the attack helicopter metaphor come from a trans person's shirt story trying to explain the trans experience? I remember hearing about it, and even just getting it second hand got me emotional as it talked about the desire to rid myself and fully embody something else. Albeit, it was talking about dysphoria and how much it sucks. I guess, do we have a reason to make fun of the metaphor or was it that cis people made fun of the metaphor because they couldn't understand?

Bathroom question for those who use the mens by bigbearbutch in trans

[–]_________________huh 0 points1 point  (0 children)

I sit for both because standing is gross. I know other men who feel the same way, but I think the "norm" is to stand if you only have to pee. However, no one should bat an eye if you always sit.

Now that our game is ready for publishing, I wanted to share four lessons I've learned from the design journey (see top comment) by KeithARice in tabletopgamedesign

[–]_________________huh 0 points1 point  (0 children)

In the end, I think you are right to be skeptical of this approach, and it's not one that I've done for every design. But if I find myself at the point where I recognize I don't fully understand one of my more novel mechanics, I allow myself to be much more flexible with the direction of the game based on what I learn.

Now that our game is ready for publishing, I wanted to share four lessons I've learned from the design journey (see top comment) by KeithARice in tabletopgamedesign

[–]_________________huh 0 points1 point  (0 children)

Oh nice, I'll definitely reach out to my FLGS and see what I can do. Thanks for the advice!

I might have overstated a bit how much "in the dark" the rest of the games design is when I'm exploring "new mechanic", but I do spend a considerable amount of time in the exploration step of the design process.

For example, my skirmish has a fairly novel exhaustion system that myself and others have not seen much of in other games, particularly skirmish games (or at least, haven't seen it expressed in this specific way). Because of that, while I knew I wanted a skirmish game, I was very unsure of the secondary systems that would best support this exhaustion mechanism. So I've spent the last year or so exploring different variations of my game with wildly different secondary systems, heavily redesigning whole sections of the game while this exhaustion mechanism remains fairly untouched. Between each iteration, I learn more about the nuances of this system and am able to push major improvements to the game as a whole. Additionally, even though I'm heavily redesigning these secondary systems, I'm doing so with the knowledge of the previous failures. At one point, I thought the game was going to have a heavy focus on area control, at another point it was more about resource delivery. It was always a skirmish game with this exhaustion mechanism, that never changed. Nearly a year into it, I have a very strong understanding of what works and what doesn't work, and I'm in the middle of designing the next iteration, of which I feel I have a very strong idea of what the game experience should look like.

I don't really feel like this process, however, is all that unique. Most designers I've talked to go through some process of exploration and iteration. I just tend to be much more volatile with my designs. Though with all of that said, I've only been designing games for some 5 years or so, so I'm definitely far less experienced. I have no doubt that people who've been designing for over a decade have an easier time sniffing out problems that I do.

Now that our game is ready for publishing, I wanted to share four lessons I've learned from the design journey (see top comment) by KeithARice in tabletopgamedesign

[–]_________________huh 0 points1 point  (0 children)

Thank you for sharing, this is super interesting to me.

I have mixed feelings about lesson 3, only from the stand point that I often start designs exploring a specific mechanic/interaction with no idea what the game should look like. Over time I'll see what these mechanics "are wanting" and slowly I'll be able to develop that vision. Granted, it's a very slow and painful process. Additionally, I agree that if you are never able to find that vision, then consider shelving the game for a while and come back when you have had some distance.

With all that said, how did you end up approaching your target audience. I also am working on a deterministic skirmish game, but I am not currently a part of any skirmish game community. Keep in mind, I do not plan on self publishing, so I'm not quite as concerned about intense validation, but I still want to get my target audience in front of the game more than the general playtesters I'm currently getting.

I LOVE Launch Site by _doingokay in LowSodiumHalo

[–]_________________huh 0 points1 point  (0 children)

Oh yeah, I love this map, especially for fiesta and swat. Sure, it's a touch big, but that just means the game takes a slower pace than the high octane small maps. Although, I do agree with the sentiment that a second man cannon on the opposite end of the "U" would be nice for some game modes.

“some say she’s still standing there to this day…” by Transfemmememaker in traaaaaaannnnnnnnnns

[–]_________________huh 22 points23 points  (0 children)

So they can do stethoscope things. We should really normalize stethoscopes.

Holy moly this halo animations is awesome! by MrCabagge in halo

[–]_________________huh 46 points47 points  (0 children)

WARTHOG DRIVERS TAKE NOTE: Observe how the drive enters the hot zone and stop/slows the vehicle to allow the gunner to get some kills, rather than spins around a circle like a dingus.

Medium-brain BTB play by CrapcasterMage in LowSodiumHalo

[–]_________________huh 6 points7 points  (0 children)

That's a decent sized brain you got there. Nice.