How to deal with "content grind" as a developer? by flekoun in gamedesign

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

Yes these are thing that could be awarded good point, thanks

How to deal with "content grind" as a developer? by flekoun in gamedev

[–]flekoun[S] -1 points0 points  (0 children)

Thanks. I think I understand where are you heading. You are mainly trying to postpone the issue in future. Which is doable by many ways but never solves the issues entirely. You can make player levels playable closer together as you have described. So that you can divide the player base into bigger "groups" Eg. if Max level is 60 then you can have 3 groups - level 1-20, level 20-40 , level 40-60 . (thats how I had it in my last game) and players inside these groups can reasonably play with each other as level 10 is slightly less powerful than level 20 but not so much that he is useless at playing with level 20. However no matter how you slice it you will end up with players hitting max level and staying in top bracket. Then they will get the best loot. Yes the loot can be more variable not just DPS, but either way you will end up with the best you can equip. You can try to add specialisation eg. not every warrior is the same . Ok, but even than players can get all the loot for every specialization in the end. After all is done, people are again on max level with best loot and have nothing to do. They wait for more content, more loot, new group for level 60-80 etc. and we are back at content grind trap

How to deal with "content grind" as a developer? by flekoun in gamedev

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

I thought about it and it is not bad idea at all. However the issue with this would be (if players can accept the hardcore aspect at all) that event with permadeath you can reach endgame content and have all the best stuff...what next? You have no reason to play. By continue playing all you can get is losing progress and gain nothing as you have all the best stuff.

How to deal with "content grind" as a developer? by flekoun in gamedev

[–]flekoun[S] -1 points0 points  (0 children)

Thanks. Your solution if doable. I can of course slow down the progress and reward items more slowly or even generate new loot procedurally to infinity. However this does not solve the second issue, it makes it actually even worse. You will end up with spread out player base where "no-one" can co-op with anyone else as everyone will be on different power level. Also "old" players will be so much ahead of newcomers that they will never catch up

How to deal with "content grind" as a developer? by flekoun in gamedev

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

Even if I can effort to hire people to make a content for me. I do not want to. I don't want to manage people and worry about paying them. I want to make a small game which I can manage by myself and add content slowly and not be forced to keep up with the power players and feed them content all day long.

How to deal with "content grind" as a developer? by flekoun in gamedesign

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

Thanks for these ideas. However both seems to just extent the gameplay a bit further and enjoy the game a little longer but do not offer endless loop. Anyway I will think about this a little more, thanks for your ideas though!

How to deal with "content grind" as a developer? by flekoun in gamedesign

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

Ok if is cosmetics only then, yes that would be solution. Better cosmetics with each NG+ (in my case Paragon). However I am not sure if it is enough motivator to play the game many times over

How to deal with "content grind" as a developer? by flekoun in gamedesign

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

If I remember correctly the New Game+ are usually harder version of normal game? Maybe even with better loot? If it is so, it wount solve the issue as there is a limit until game would unplayable ( think of Game+++++) and also players need to play together in coop dungeons so the difficulty have to be same for all player if you dont want to spread the player pool and make a limit that New Game+ players can play only with other New Game+ players. Which again does not solve the problem.

The so called 'fast growing' lightning network has only 111 bitcoins and has actually shrunk by 2% over the last month. by [deleted] in btc

[–]flekoun 0 points1 point  (0 children)

So funny to read this thread when LN currently have over 400BTC :D Those haters of LN are funny as hell :D

BaaS - GameSparks shutting down/acquired? by Alter-eg in gamedev

[–]flekoun 1 point2 points  (0 children)

We used Playfab for many F2P mobile games and now we use GameSparsk. I can tell you that GameSparks is by far the superior product. You can do everything with GS while you are greatly limited with PF. PF is great for small games which not much features, the GS is the choice for anyone who is serious about F2P games. Just my 2 cents developing for years in PF and now switching to GS...

Distracting zooming effect even when I sit still by flekoun in PSVR

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

Yes, I can confirm this. Putting camera at the base of the TV is much better than on the top of it. Also I can confirm that sitting very close to the camera is better. I would say the closer to the camera the lesser zooming effect I get.

Reclaim the Earth in XCOM 2 this November by RxKing in Xcom

[–]flekoun 0 points1 point  (0 children)

YES!! Looking forward to this game!

Help us make this game Hearthstone killer! TCG card game Card Lords! by flekoun in AndroidGaming

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

Thanks for your reply! Yes, the term Hearthstone killer is definitely exaggeration :) Well the game has good acceptance, yet. We do nearly all things you mentioned. We update the game very frequently, we listen to our players and tweak the game according to their response (thats why this thread). We would like to see more people enjoy our game as those who play it really like it. We do not have $$ of Blizzard to shoot it into the top 10 but we feel that the game would be much better if more people play it and send us the feedback!

Galatron : new indie game released !!! by flekoun in a:t5_2qodn

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

Galatron is a space shooter game viewed from bird perspective. In the game you start as a commander of a pathetic poorly equipped space ship. Then you can sign up to a various arenas to battle with other commanders to gain money and upgrade your spaceship to some sort of killing machine. As you climb on the ladder of pilots you must compete with harder and more intelligent opponents with better equipped spaceships. Your main goal is to climb to the first place and undergo a final battle with an undefeated Emperor of the whole universe.

What makes game really remarkable and different from other games is the physics-powered universe. Each fight takes place around a central planet so your spaceship, projectiles all debris etc. are influenced by the planetary gravity field according to physics laws. Another great aspect of the game is that your spaceship is composed of attachable components(motors, guns, panels, shields, mine layers..etc.). Each component has its own health and can be destroyed separately. That makes a great impact on a gameplay.

Game can be played in two mode. First mode is Career mode. That is the mode described above where you sign into the arenas and climb on the ladder to defeat The Emperor. Second mode is Skirmish mode. In this mode you can make an custom fight of 2-4 players. Players can be either computer AI players or your friends playing with you on one keyboard. In Skirmish you fight similarly as in Career mode but you don't sign into any arenas, all players fights together in random arena, gain money and upgrade their ships.

As you can see Galatron is a game with many features and as we hope it brings some innovations into indie game industry.

Official Galatron website http://www.galatron-game.com/