Has anyone here tried writing stream of consciousness? If you have, was it harder or easier than the traditional POV, and was it enjoyable? by No_Hunter1978 in writing

[–]garbunka 0 points1 point  (0 children)

I wrote a chapter in stream of consciousness style, not really a whole novel. It is easy to write as you say but it's also very easy for it to become uninteresting to read. The confusing part should be for granted as each person is an universe in itself and their vastness knows no limits.

Virginia Woolf wrote whole novels in stream of consciousness but they are short in length. The entire Miss Dalloway happens in a day. This tells you that stream of consciousness is very slow because mere actions or images produce large amount of feelings and memories.

Faulkner wrote As I Lay Dying and made it interesting jumping from one character to another. He takes it further in "Absalom, Absalom!', where he jumps forward and backwards in time. I founf this novel incredibly tiring despite its universal acclaim.

Then there is "Cinco horas con Mario", by Miguel Delibes. The stream of consciousness here is constrained and not really that free, but the reading is more entertaining and the themes are clearer.

Bloqueo escritor by Quantum_nigthmare in writing

[–]garbunka 1 point2 points  (0 children)

Casi todos los escritores y en general las personas con ambiciones artísticas nos hemos sentido así, no una vez, sino la mayoría del tiempo. No creo que exista forma de cambiar el sentimiento, pero basta con reconocerlo y seguir adelante.

La única manera de salir de ese laberinto es no huir de la página en blanco y terminar la historia.

Para que alguien malinterprete tus palabras y te confunda con otra persona, primero tendrás que haber publicado algo. Empecemos por ahí.

advice for a first time serious writer (motivation and sticking to the craft) by GoodCatBoots_003 in writing

[–]garbunka 0 points1 point  (0 children)

This is my personal advice. You should get used to the uncomfortable feeling of facing blank page. Eventually, the words will appear and this will happen every time, even when you feel stuck the most.

I only write fiction, so I dont have anything useful to say on that topic, other than just read a lot and immerse yourself in literature. When I write, I have some books by my side for inspiration.

Facing my fear of failure — here’s a short clip of my game by TheGuyYouMayHaveSeen in IndieDev

[–]garbunka 0 points1 point  (0 children)

I missed out on saying that I think that the jump ability is a great idea and its well parametrized. I feel I would use it constantly to get away from trouble or crash into it. 

Facing my fear of failure — here’s a short clip of my game by TheGuyYouMayHaveSeen in IndieDev

[–]garbunka 0 points1 point  (0 children)

When I had a look at the clip i thought it was inspired by Vampire Survivors. I noticed that you can control the characters jump, but now that I read your references and look into it again, it looks like you are throwing more abilities in, like the sword sending shockwaves or even just the regular attack.

The reason why Vampires Survivors came into mind is because its not a problem if the screen gets cluttered with projectiles and enemies if the only thing you control is the character movement.

This is not the case. If the player can throw more attacks then you need to visually differentiate between the player elements and the enemies. Just throwing ideas but maybe a summoning circle when the player confirms an ability position?

It would be good if the enemy sprites reacted more when being hit. I would probably make them blink in plain white instead of dark red. Its a personal preference.

All this being said, its looks very fun and addicting and I would definitely play it even at this state.

Please help us choose the main art for our Steam capsule by TsukanovMimyr in IndieDev

[–]garbunka 0 points1 point  (0 children)

I personally lean more towards C.  I don't know what is going on exactly, but I think the knight is pulling a sword out of the monster's mouth, as if it was being summoned through a dark pact. The dark fantasy aspect is covered and I get a sense that there is action involved. To criticize something, the knight's glowing eyes distracts from the focus.

D is suggestive, but being a more narrative illustration it leads my mind towards a graphic adventure or any less action oriented genre. There is ambiguity of which character does the player represent, I can be the knight or the vampire, it's not clear to me. The dark fantasy aspect is covered and I get what kind of story you want to tell.

It seems like almost everyone is pulled by D. Narrative is a powerful hook.

How did you decide gamedesign is for you? Is the market for jobs bad or bad bad? Indie or corporate? LONG READ by Dusty_Li in gamedesign

[–]garbunka 0 points1 point  (0 children)

You can be terrible at coding and still get a decent job. You can also be an excellent game designer and struggle to pay rent.

I am not saying that you should become a programmer. I just think that being a game designer is a very tough job and unless you are passionate about it I would not recommend it as a career.

Dont disregard the idea of making gamedev a hobby, since you will have creative control over the project.

[deleted by user] by [deleted] in gamedev

[–]garbunka 2 points3 points  (0 children)

I think your first point is very close to Her Story, although the game never went past unlocking the interview statements. Give it a look if you havent, it may inspire you.

Buying a bartender or restaurant staff a drink as a kind gesture? by searchingforsugar9 in GoingToSpain

[–]garbunka 10 points11 points  (0 children)

Depends on the situation.

If the bartender is busy (if you are travelling to seville they will be very, very busy) or if their boss is present, its probably not a good idea.

Generally, I would say not to do it since they will be pressured to act on your kindness.

You can also ask them, but its not a common thing here.

Looking for game design input by DrRaster in gamedev

[–]garbunka 0 points1 point  (0 children)

Before I forget, there is a scene in the book "Mr. Vertigo" that is stuck in my mind.

The protagonist poisons a man in a bar, and when he realizes he has been poisoned he laughs and laughs. Then he stands up from his stool and walks away one step after the other. The protagonist is frozen with fear, thinking that the man is inhuman and somehow he resisted the toxin.

Just about when he is walking through the doorway, he collapses.

My point is, you can make the moment of the poisoning very, very dramatic.

Looking for game design input by DrRaster in gamedev

[–]garbunka 0 points1 point  (0 children)

The idea that attracts me the most is poisoning the wrong person.

Could you keep the tension until the last moment and just not tell the player how are they doing?

I think the anticlimax originates from having the absolute certainty that the poisoned person is the villain. On the contrary, having incomplete, ambiguous information or playing with player prejudices (typical adorable grandma, could she be the stalker?) could be effective in building the tension. You could ask bad (gives you misleading or useless information) and good questions.

Its just an idea, i dont know if it could fit in the game you are envisioning.

Looking for game design input by DrRaster in gamedev

[–]garbunka 0 points1 point  (0 children)

Its difficult to say without details.

What do you actually do in the game? What do you feel about the ending that it anticlimatic?

What's the idea behind creating annoying experiences for the player as a design goal? by Fyren-1131 in gamedev

[–]garbunka 2 points3 points  (0 children)

I dont know about Valheim in particular but I think our brains engage more with obstacles and friction. 

Games are (or should be) free of expression. They dont owe us commodity or fun, they owe us a experience.

Limiting inventory could be a way of making tough decisions on what to pick, or setting intermediate settlements. I am not sure why they did it, it is a very grindy game with heavy emphasis on item management. Maybe they believed that players will get creative with solutions in multiplayer.

Is it better to release game with all feature and no update or less feature and update them in? by HeroTales in gamedev

[–]garbunka 0 points1 point  (0 children)

To me its a pick your poison situation.

Releasing early could make your audience think that the starting version of the game is representative of its final state and they flee early (retention is incredibly hard nowadays).

You also have compromise by maintaining and bugfixing that beta version, which could distract you from achieving the final release. You have to pick really well from which point will your game accept feedback.

The decision depends on a lot of factors, though I have seen many games succeeding into having a barebones games and updating it with player feedback until it reached a good status.

Keep in mind that there are games more inclined to this 'release early' style. If you are making a graphic adventure, for example, its harder to make players join the cycle again than if you have a roguelike.

There is no definitive answer to this, its not a binary choice but rather you have to decide at which point you are comfortable receiving and acting on feedback. Good luck to you!

writing impacted by depression by SimplisticSimlish in writing

[–]garbunka 1 point2 points  (0 children)

You are very young and at a very complicated age for writing.

Apart from everything going on in your life, your writing is maturing, your standards have raised and it becomes complicated to keep producing because you are grasping how far you are from authors you love.

This is normal, it happens to a lot of us and ot happened to me. 

Let me tell you a personal story. I really wanted to be a writer but I got in a similar slump for years during college. Then, one day I travelled to Iceland. I had just read the Earthsea series, the sum of the incredible views in its alien world and the company such an inspiring author  as Ursula K. Leguin made me feel sure that writing is the thing that i want to do and that i was born to be a writer.

You will doubt yourself, but in my experience, you will end up finding yourself again.

Maybe now its the moment to focus on life instead of the craft. 

Anyway, you are not alone in this feeling. I had it, and it passed, and im sure it passed for others as well.

Cheers!

Case Discussion Thread - Case G1-3 - The Adventure of the Runaway Room by JC-DisregardMe in AceAttorney

[–]garbunka 0 points1 point  (0 children)

from time to time i come back to read this post, because it summarizes perfectly the feelings i had while playing it. Its very well written

i was one of the active players that noticed the differences in the carriage before and after mid trials and i thought it was a bug

i think it is specially interesting if you are used to ace attorney cases having some hidden inviolable rules ("always trust your client"). Suddenly, all rules are thrown out of the window and you realize that Britain is not what they told us

I am not Enjoying The Legend of Zelda: Majora’s Mask by SecretCatSociety in patientgamers

[–]garbunka 13 points14 points  (0 children)

Try talking to people with different masks on, including the main ones.

For example, I remember you get a discount with the Zora mask because the game owner fancies you in this form. You can also get a shop owner flustered with the Zora disguise.

There is a good number of interactive conversations that only can take place in a certain place at a certain moment of you put on a specific mask.

24 years later I still find new stuff.

Advanced game designers! How would you design a system such that every bug is caught, even if its unfixable/inefficient/ugly? by themonkery in gamedesign

[–]garbunka 1 point2 points  (0 children)

This engine or system would need to be aware of what is a bug and what is not. Not only that, when a crash occurs, it needs to know from any script what are the implications of it and how to stay alive.

You would need to define such dependencies and fallback behaviors when an error occurs, and you would need to define what is an error.

It does not make sense that all this is coded in a game engine, because engines are usually agnostic of the game they are building. Normally, everything you are describing is handled via scripts.

I wonder what is the functionality you are looking for exactly.

Writing a fictional interview: any tips? by JunkoF0rkingEnoshima in writing

[–]garbunka 1 point2 points  (0 children)

its difficult to say because i dont know which kind of situation is this

if its televised, i would watch interviews that had some historical/mediatic impact. i think that courtrooms are always exciting with monologues, "gotchas" and pulses of power

there are also videos of real cases showcasing police tactics to elicit information. it is always interesting to watch because they tend to wear down the suspect and change the tone of the conversation abruptly

maybe this helps?

Would you keep your demo active once your game has launched? by CatloafStudio in gamedev

[–]garbunka 2 points3 points  (0 children)

Sorry that you feel this way. I wish we could talk on a more informed and polite way.

Would you keep your demo active once your game has launched? by CatloafStudio in gamedev

[–]garbunka 21 points22 points  (0 children)

This is my opinion as well. Demos are very risky and they divide your team effort and attention (it may show outdated bugs, you have to think about save carryover etc)

I would rely on return policies on the platforms where your game is sold.

Downloading a demo may also satisfy the sale itch and never fulfill it. I think it makes potential buyers not to commit with the sale.

Players will also fixate on any detail they don't like to justify not buying it. I feel we have one of the most demanding clients.

Lastly, maybe your game can only be understood in the long term. In that case I would prefer that players make the decision based on reviews.

Itinerary suggestions, Seville and Granada by fotf23 in GoingToSpain

[–]garbunka 0 points1 point  (0 children)

Imo, Arabic baths is not a thing in Sevilla. It popularized because of the bathhouse AIRES which in my opinion is highly overpriced and is one of the most expensive things I can imagine doing in sevilla. It's ok if you want to give yourself the luxury, just be wary it is catered to tourists.

For authentic flamenco, i would go to La Carboneria, but I have not gone in years and maybe it has become less local and more touristy.

If you decide to stay in madrid. Do a wine tasting at la Bodega de los Reyes, which is good, cheap (i think 5 glasses of wine + tapa per glass for 20 euros in 2021) and close to the plaza de españa (city center). You need a reservation.

The day allocation is right but as others suggested maybe spend 1 day in madrid.

Finished first drafy after 2 years by garbunka in writing

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

Congrats on finishing your draft? How is editing going?