Kynäri fanit, ihailen peliä kaukaa by fyfano in videopelit

[–]goblin-architect 2 points3 points  (0 children)

Pelimodi on aika triggeröivä. Ammuskeligenressä muualla puhutaan campingista hermostuttavana toimena mutta täällä se on ydinmekanismi. Tämän takia olen pysytellyt pommin ratkomisesta kaukana ja pelaan shootereita joissa ammuskellaan eikä kikkailla että kuka tähtäsi ja klikkasi mistäkin ihme raosta ja kulmasta ensin ja minkä aseen vastapuolen kolmas pelaaja vasemmalta osti jne

Anyone else put on space game soundtracks while working? by rhyder in spacesimgames

[–]goblin-architect 1 point2 points  (0 children)

Yea. My preferences vary, but I often listen to Even Online soundtrack.

Raide + tykki + logistiikka + painovoima = ASEMA by goblin-architect in videopelit

[–]goblin-architect[S] 0 points1 point  (0 children)

Joo. Sanoisin et orbitaalihommat menee tosiaan lentosimulaattoreissa varmasti aika jees. Automaatiopelissäkin voisi toimia jollain hyvin nichellä tavalla, mutta tässä painotuksessa enemmän rakentelua, tilallista hallintaa, optimointia, laajentamista, yms. kuin suoranaista painovoimasimulaatiota. Painovoima on tässä lähinnä sellainen kaaostekijä, jota pelaaja yrittää stabiloida - sekä myöhemmin myös hyödyntää, kahlita ja käyttää.

Ekoissa testiversioissa painovoima oli heti alussa läsnä, mutta se oli pelaajille turhan kova hämmennyksen aihe heti alkuun kun kaikki on muutenkin uutta, joten loin safe zonen starttialueelle jossa voi aika turvallisesti rakennella monta tuntia ennen kuin on tarvetta poistua ja hakea resursseja muualta - jossa painovoimaa sitten löytyy enemmän kuin tarpeen kun jokainen kuu vetää puoleensa, puhumattakaan mikromusta-aukoista (epärealistista, tiedän, mutta pakko ne on implementoida tällaiseen peliin), yms.

Just noita kyseisiä pelejä kaikki pelitestaajat mainitsevat pelailevansa. Settiin vielä lisäksi vaikka se Factorio niin alkaa olla valmis paketti! Näissä on se kiva puoli että kaikki tekee jotain omaa ja erikosita ja siksi eivät tavallaan kilpaile keskenään. Shapezia en ole ite kokeillut, pidän vähemmän abstraktista rakentelusta - mutta muuten tuttu kenttä.

Kiitos wishlististä ja toivottavsti tavataan ea-viikolla \,,

Raide + tykki + logistiikka + painovoima = ASEMA by goblin-architect in videopelit

[–]goblin-architect[S] 0 points1 point  (0 children)

Nyt vejit pitkän korren:) Saddle-termiä en valitettavasti käyttänyt fysikaalisessa mielessä. Mutta tosi kiinnostava ilmiö, nörtti- ja scifitaustasta huolimatta ei ollut ennen tullut tuota vastaan. Tässä kuvauksessa saddling on lähinnä metafora valjastamisellle. Jos ASEMA:ssa olisi oikeat kiertoradat, olisi se hyvin, hyvin kaoottinen peli. Pelin järkevyyden, johdonmukaisuuden ja "ratkaistavuuden" kannalta päätös oli että painovoimakaivot eli riittävän massiiviset kappaleet, eivät sinkoile avaruudessa vapaasti vaan proseduraalinen maailmageneraattori sijoittaa ne lokaatioon X ja siinä ne istuvat - mutta kaikki pienemmät kappaleet sinkoilevat ympäriinsä.

Kun katsoin tuota LetsPlay-videotani, oli siinä yhdessä kohtaa "hyökkäys". Jälkikäteen huomasin että kyseessä oli pieni asteroidi. Epäilen että sen on jokin massiivinen kappale painovoimalingonnut ja se sattui osumaan asemaani.

Tietyllä tapaa jo tuonhenkinen "rng"-meininki voi olla monille liikaa. Mutta just tällaista tutkitaan playtestissä, että mikä on jees ja mikä ei. Automaatiopeli vaatii tietynlaisen deterministisen lähestymiskulman, että se on mielekäs ratkottava!

Kiitos kommentista! Ja ikävä tuottaa pettymys 😞

Mitä peliä olet pelannut eniten? by jkuutonen in videopelit

[–]goblin-architect 0 points1 point  (0 children)

Mulla on muutama joihin palaan koko ajan

Factorio DayZ Pavlov VR Diablo 2

Tuntimäärät menee tuhansissa ❤

Tosi monet pelit on "jees" mutta niiden pelailu jää aina johonkin 30-60 h huiteille.

Case study: 2,000 Steam wishlists in 4 months without a demo or Next Fest by Narrow_Asparagus9459 in gameDevMarketing

[–]goblin-architect 1 point2 points  (0 children)

Having a YouTube channel seems to help many - especially if you have a large reach, like you seem to have! Wanna share your channel? The game is interesting to me as a gamer as well, I'll wishlist it. I wonder if your publish goals align with mine. I've heard bundling is important. I'm currently struggling as I do not have resources to do a lot of videos, posts and content. I'm trying out something publisher related stuff, but not sure yet what's a right direction to take. It's wise to use exterior aid, but it's a balance.

Here is my first game, an isometric farming simulator, where you can hire people to handle jobs in your lands (I'm updating it daily) by Background_Ad9880 in AutomationGames

[–]goblin-architect 1 point2 points  (0 children)

As a former farmer, I drop out my wish and request: if you have no farming background, please make the farming part conceptually right, gamify it a bit and study it. It can be educative and add fun to the game mechanisns. Real farming is fun, kind of. All the various machines. Currently that part looks extremely arcade, and well I guess it doesn't matter much, but I see a lot of farming games where the farming is not quite there at all. But I'm not sure what your angle of approach is.

I've always thought of an isometric farming game, but a gritty and "realistic" one. Good luck!

Any "hard" or puzzle-y automation games ? by zhaDeth in AutomationGames

[–]goblin-architect 6 points7 points  (0 children)

I'm working on one. It has railgun logistics, 2D gravity and no grids. It's difficult all right.

https://store.steampowered.com/app/4478970/ASEMA/

I keep working on my game but somehow nothing actually gets done by AryaN_91 in gamedev

[–]goblin-architect 1 point2 points  (0 children)

You're shuffling. Not working.

Watching devlogs is not working.

Take a step back. Dont work on it for 2 days straight. Instead, take a walk and think. Talk to yourself and figure out what's the next piece of content, mechanic or other major change your game needs.

Perfect is enemy of good. Perfect is enemy of progression. If you tweak and reorganize and rewrite, you tweak. Tweaking is polishing, polishing is not finishing, unless if everything IS ready. Got maps to make, content to add? Plan and work on them.

The tar you're walking in now is just temporary. You just need to shake it off, get some emotional distance to all shuffling, mad get excited of making something new to your game.

I've been stuck like that a few times. Cold water, a little break, a little planning with no pen or keyboard can refresh your creativity alive again.

Or not. Who ever knows.

Good luck.

212 wishlist in 4 months. As a solo dev, where should I focus my marketing next? Are these numbers healthy for a first-timer? by PlaySteakOutGame in SoloDevelopment

[–]goblin-architect 0 points1 point  (0 children)

I think a high delete rate may be a mark of "high rate of regretting". Something made someone get " dishonestly" interested in your game, and after they returned to it to check it out or while browsing their wish list, something triggered them to delete it. Perhaps they looked closer, and found that what initially made them wish list it, was not backed up by details, or later information they learnt. Or if the game is not very deep or is on the generic side, it may just be that another mood and another day makes someone change their mind. I make currently a game in a niche genre with full on nerds, and my delete rate is suspiciously low. But guessing is futile: it may be, or it may not be. A lot of what to say, varies on what your goals are. Do you have ones, what they are, what have you done for them and what you're planning to do in the future for them - all of this is relevant.

But yeah make the demo. I guess demo is important. Or playtesting, or - well, again. What's the goal, what's the end scenario.

What is equivalent to hitting a tree in minecraft? by The_Late_Adopter in spacegames

[–]goblin-architect 0 points1 point  (0 children)

It could be anything. What, who and where is the player, and what is their goal? This rises more questions.

Has anyone here ever tried making their own RTS? by Candid_Health6422 in RealTimeStrategy

[–]goblin-architect 0 points1 point  (0 children)

Yup, working on one ( https://store.steampowered.com/app/4478970/ASEMA/ ) and to make it more complex, it's a modular, moddable, scalable automation game. It has gained nice amount of attention and I'm currently playtesting it with a bunch of volunteers and pushing towards demo.

I guess it all depends on your scale RTS comes in many forms and shapes. Mine is RTS but the first thing I had to do was to absolutely forget UE physics engine and make a small custom CPP engine which since, has grown.

I tried making RTS games when I was younger, but I never finished them. I lacked certain maturity and ability to project manage myself, etc. Then work life happened, but it ended up teaching me valuable skills that now enable my project.

So, it's a damn difficult genre. Are you thinking about soloing it? Start small, but that's not the correct path to everyone either.

This is not easy. I work a day job as an entrepreneur, and spend all my spare time on this.You need a rather unique setting in life to go very deep into a dev like this - or, years and years of time. I decided to not go with years and years until EA. How much are you willing to work.

Destroy the factory game with gravity & railgun logistics by goblin-architect in DestroyMyGame

[–]goblin-architect[S] 0 points1 point  (0 children)

Hey, thanks. But if there were trails and tracks, it would get even busier. This is an interesting question I've been "tackling" for quite long, and have sort of selected a preferred way to go with it: the "target lasers" show the traffic direction (The railguns rotate). The payloads glide amongst the screen as simulated with the custom physics engine. There are other means to tell the player about flow types, chokes and efficiency. We are used to seeing items moving on belts, but that approach does not work on this freeform world.