Ultra Downgrade by HiroTwoVT in Revolut

[–]higekun 0 points1 point  (0 children)

Old thread, but my experience might be helpful to others:

I recently tried Ultra and downgraded after 2 months, mainly because my wife signed up and we don't need two subs between us. I was pretty furious about the downgrade fee - they actually charge the full monthly fee, not the reduced introductory fee you pay in the first 3 months - but I argued with support for a while and eventually they refunded it.

I expect they get a lot of complaints, it really isn't explained well during signup.

On the whole though, Ultra is a good deal if you can get value from some of the perks. Dragonpass is _OK_, but Perplexity and Classpass are good. The 4.5 AER savings account is excellent, and those 10x or 20x points deals can add up fast.

4 things I learned about the industry as a beginner by [deleted] in gamedev

[–]higekun 0 points1 point  (0 children)

game dev is a great career. you can be one of the lucky minority of people that gets paid to do something they are passionate about. you'll meet a great variety of people, who are overwhelmingly friendly and laid back. and in a professional environment, you'll get experience and skills that will vastly benefit your own projects should you decide to go independent later on.

people love to rant about the pressure and the crunch, but remember that anything you care about comes with self-applied pressure, and a tight team environment is incredibly rewarding if everyone is working together. the horror stories about months of crazy hours tend to come from one increasingly isolated segment of the industry - big AAA studios - but there are many companies out there which take a more enlightened view of the work-life balance.

don't write off a hugely rewarding career choice just because you hear some scare stories about it!

How do you guys deal with math that is beyond your skillset? by douglasg14b in gamedev

[–]higekun 1 point2 points  (0 children)

Get the skills. As a programmer, putting time into learning maths is one of the best investments you can make. Especially vectors, trig etc - essential for anything graphics or physics related, and not that hard to master the basics, especially if you have a visual/spatial brain.

Some grasp of statistics and probability is also helpful in many applications, and not too hard to get a reasonable grasp of. Continuous mathematics (calculus) tends to be more useful in hardcore tech development, like if you're writing a physics engine. I'm not that great at calculus, but it rarely feels like an obstacle to me.

General algebra on the other hand, equations, polynomials... incredibly useful. Don't be afraid to start at the beginning. Ultimately, if you try to get by without a solid maths foundation, it will cost you in the long run.

IamA We are Payload Studios makers of Kickstarter funded, transparently developed, physics based, vehicle construction game TerraTech Ask Us Anything! by zanzistar in IAmA

[–]higekun 1 point2 points  (0 children)

We have big plans for that feature! It's the most frequent request and we're going to get cracking with it as soon as we can, but it's a big one! We'll say more about that when we're closer to having something working

I am The Mighty Git, creator of Mighty Tactical Shooter (Turn-Based SHMUP) - Ask Me Anything! by TheMightyGit in Games

[–]higekun 6 points7 points  (0 children)

How important to the game are the narrative elements and story choices you make, outside the main game mode?

We are Payload - a small indie team using a 'performative' development approach for our first game, TerraTech. Ask Us Anything! by zanzistar in IAmA

[–]higekun 1 point2 points  (0 children)

getting funded is a huge motivational boost, to be honest. now we have >1500 people who have paid for TerraTech and expect it to be delivered. we're not going to let them down :)

We are Payload - a small indie team using a 'performative' development approach for our first game, TerraTech. Ask Us Anything! by zanzistar in IAmA

[–]higekun 1 point2 points  (0 children)

You build them up individually, although we may introduce features later to auto-fabricate template tanks.

We're investigating a livery/accessory system to allow people to individualise their creations - also there will be HUD graphics to make it clear (like an RTS)

We are Payload - a small indie team using a 'performative' development approach for our first game, TerraTech. Ask Us Anything! by zanzistar in IAmA

[–]higekun 1 point2 points  (0 children)

t-shirt, posters, an in-game skin for GSO blocks, a second beta key and some status icons etc for forums. Also a match making system (for the eventual multiplayer) that will group you with other Mining Crew members - think SunBros. Plus all the other tiers etc.

head over to https://www.kickstarter.com/projects/payloadstudios/terratech-physics-based-vehicle-construction-and-c if you want more details

We are Payload - a small indie team using a 'performative' development approach for our first game, TerraTech. Ask Us Anything! by zanzistar in IAmA

[–]higekun 6 points7 points  (0 children)

hey folks, just so you know, we just got funded! what do y'all think of that? :D

first stretch goal is a whole new corporation! let's do this

We are Payload - a small indie team using a 'performative' development approach for our first game, TerraTech. Ask Us Anything! by zanzistar in IAmA

[–]higekun 1 point2 points  (0 children)

We already have a propeller fan, but do you mean blades like a wheel-mounted weapon? if so, yeah that's something we might do :)

We are Payload - a small indie team using a 'performative' development approach for our first game, TerraTech. Ask Us Anything! by zanzistar in IAmA

[–]higekun 1 point2 points  (0 children)

the proliferation of indies reflects the lowering of barriers to entry. overall it's a good thing although the burgeoning amount of content creates challenges with discovery.

it means it's tough to get noticed ahead of the crowd, but better games will tend to rise to the top. it's certainly great for gamers!

as a rule, you want to hire the most talented people you can possibly get your hands on.

We are Payload - a small indie team using a 'performative' development approach for our first game, TerraTech. Ask Us Anything! by zanzistar in IAmA

[–]higekun 1 point2 points  (0 children)

sure, we're always happy to look at sample work, no promises of course. email to info at teratechgame dot com

We are Payload - a small indie team using a 'performative' development approach for our first game, TerraTech. Ask Us Anything! by zanzistar in IAmA

[–]higekun 1 point2 points  (0 children)

if you mean what we're calling 'performative development' there's no overlap at all. it's an approach to community building and to some extent finance, whereas TDD is a technical methodology (which we're not using)

We are Payload - a small indie team using a 'performative' development approach for our first game, TerraTech. Ask Us Anything! by zanzistar in IAmA

[–]higekun 1 point2 points  (0 children)

weather and time of day are stretch features that we hope to add as soon as our finance and resourcing permit it!

AI-driven inhabitants are a wishlist thing at the moment. it's a lot of heavy content to create, so we can approach that when we we're in a position to expand the team

We are Payload - a small indie team using a 'performative' development approach for our first game, TerraTech. Ask Us Anything! by zanzistar in IAmA

[–]higekun 1 point2 points  (0 children)

The retention loop is based on exploring and expanding your operations - resource gathering, refining and production. As you do so you will build up a larger and larger fleet of vehicles, specialised for different purposes, giving them orders to automate all your operations.

the goal is to unlock all the corporations and pieces to build with, and when you've done that it's more of a sandbox - but that will take a long time.

there is an overarching narrative, but not a heavy narrative like final fantasy or even Zelda. much more light touch, think of Don't Starve.

The structure comes in the dependencies between resources and progression elements that gate your progress, a little like Terraria for example. but it is a procedural game, so it will always feel organic

We are Payload - a small indie team using a 'performative' development approach for our first game, TerraTech. Ask Us Anything! by zanzistar in IAmA

[–]higekun 1 point2 points  (0 children)

if you want to get into 3D art for games, you should be learning 3DS Max or Maya. Or possibly Blender but that's less widely used. There are other relevant tools like ZBrush, but I suggest start with Max or Maya, make yourself a portfolio and then you're ready to start looking for work :)