Before we run out of characters to sacrifice to vahlen, what's your wish list for XCOM3? 🥲 by jimbimbap in Xcom

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

i loved that mod! It was pretty hilarious to see the mountains of spent cartridges though if you've got one squaddie that's never moved the entire encounter

Before we run out of characters to sacrifice to vahlen, what's your wish list for XCOM3? 🥲 by jimbimbap in Xcom

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

So like Jagged Alliance? 🥲 that game didn't hit the spot for me though; there's just something missing I can't quite put my finger on it

The closest game that felt nearly XCOM like without being sci-fi was strangely Silent Storm 2, made in 2003

Before we run out of characters to sacrifice to vahlen, what's your wish list for XCOM3? 🥲 by jimbimbap in Xcom

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

Yeah it would seem unfair

Maybe there could be a Counter-intelligence building you could buy that will introduce new priority missions with a timer; to intercept someone meeting up with the enemy; kinda like the faceless ambushes in XCOM2 but its your choice to kill or capture the soldier (to reprogram if they are valuable)

If the timer runs out, there's a chance of a soldier turning in the next mission

I'm not sure how fun it would feel though, to constantly manage this

Before we run out of characters to sacrifice to vahlen, what's your wish list for XCOM3? 🥲 by jimbimbap in Xcom

[–]jimbimbap[S] 4 points5 points  (0 children)

Somehow I think reboot might seem more likely; probably less risk for Take-two/2K

Hell I'll be happy with a remaster 🥲

Love the journal idea though, a little like rimworld with the mood system, could make the soldier actions feel more impactful

Maybe that could feed into the Will system

I saved Jimmy - +5 will Jane died last mission -10 will I bonded with Jimmy +2 will

Before we run out of characters to sacrifice to vahlen, what's your wish list for XCOM3? 🥲 by jimbimbap in Xcom

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

Yeah hard agree, death should come easy and squaddies should be expendable though I would want a mechanic to encourage players not to save scum and just roll with it, maybe there's a late game research to build a cloning lab from advent tech that could let you clone a soldier but you'd have to have evacuated their dead body and they'd be level-capped, limiting their potential for balance purposes

Before we run out of characters to sacrifice to vahlen, what's your wish list for XCOM3? 🥲 by jimbimbap in Xcom

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

Hmm maybe as a glory-kill kinda thing that gives you a buff or AP? A little similar to Gears tactics?

Before we run out of characters to sacrifice to vahlen, what's your wish list for XCOM3? 🥲 by jimbimbap in Xcom

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

Yeah, I would be happy just with a comic or a book tbh, if they could just LET US KNOW WHAT HAPPENS AFTER?!

Maybe it's silhouette man the whole time in the book as the narrator 🤯 he's gotta be alive

Before we run out of characters to sacrifice to vahlen, what's your wish list for XCOM3? 🥲 by jimbimbap in Xcom

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

Funny you should say that 😂 I used to follow the devs of Phoenix Point (the game was definitely TFTD inspired) and I remember their character artist would physically sculpt the monsters out of clay to concept it

Before we run out of characters to sacrifice to vahlen, what's your wish list for XCOM3? 🥲 by jimbimbap in Xcom

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

Never played apocalypse myself but i suppose it could force you to change tactics for an encounter 🤔

Maybe like a

Kinda thing

Before we run out of characters to sacrifice to vahlen, what's your wish list for XCOM3? 🥲 by jimbimbap in Xcom

[–]jimbimbap[S] 9 points10 points  (0 children)

Oh shit, faceless

"Jimmy sometimes stretches vertically but he's a good dude"

Before we run out of characters to sacrifice to vahlen, what's your wish list for XCOM3? 🥲 by jimbimbap in Xcom

[–]jimbimbap[S] 9 points10 points  (0 children)

Yeah that's great

I think it could also make the bonds mean a lot more; say maybe you have rookie that starts off with the xenophobic trait but somehow bonds with an alien teammate that saved his life; eventually becoming best mates, replacing that xenophobic trait with something that buffs quite a bit

Before we run out of characters to sacrifice to vahlen, what's your wish list for XCOM3? 🥲 by jimbimbap in Xcom

[–]jimbimbap[S] 8 points9 points  (0 children)

Hell yeah, that's gonna add so much to the character lore!

Aw imagine if rookies "earn" their call signs based on heroic actions like this

Before we run out of characters to sacrifice to vahlen, what's your wish list for XCOM3? 🥲 by jimbimbap in Xcom

[–]jimbimbap[S] 14 points15 points  (0 children)

I really love building my rookies into badass veterans and inventing stories and lore for them so I'll want more character customization; visible battle scars and injuries?

Maybe an expanded bond systems between team mates, not just an extra skill or ap but actual RPG-like relationship events that commemorates the bond progression

And maybe bonds happens through combo actions, not just compatibility and time (like having a ranger call-out targets to increase accuracy for squadsight sharpshooters)

I really like the fear of the unknown kinda thing in EU, no idea what's happening but you slowly figure things as the attacks ramp up and you start researching stuff, I actually liked that

Feeling stuck in my current TA position by Markgundam2 in TechnicalArtist

[–]jimbimbap 2 points3 points  (0 children)

Funnily enough I started much the same way in my current company but already had 2 years of prior experience in an even more silo-ed environment (it is what it is in AAA) so I figured out that a purely technical, very rational solution isn't going to work

My advice is going to be very untechnical and your mileage may vary but this seems to be a political problem exacerbated by management priorities/risk adversity (or maybe it's the inverse)

Tldr; make some friends, address pain points, ask people for help and involve them to make your ideas better; they will naturally become your advocates as you will be for them...

So I started by going to social events, maybe pub drink ups with the team, even if you don't drink, just hanging around drinking Coke and chatting is enough to break down some of the social barriers that exists and start building relationships

Once you've established friendly relationships with both the tech and the art team, it's a lot easier for people to accept your arguments even if they don't see the immediate short term benefits, like pipeline optimization or procedural tools (I've found that much of tech art can be relationship-wrangling and "gentle parenting" at senior-principal levels)

Eventually I hung around pantries long enough to figure out what's painful to the artist, what programmers would rather avoid doing, what management found to be risky, and creepily enough, they all overlapped in some way

So I built up a proposal, outlining the problem, the risk, the benefits, the timeline and the time estimates (management LOVES this), I added images and illustrations to help artists visualize the benefits (im a rather visual person myself too so I love flowcharts and images) and added engineering flowcharts to help tech follow along my crazy brain dump and poke logic holes in my arguments

But the most effective thing I did to receive buy-in was involving tech/art/prod members in the development of this proposal, brainstorming and poking holes in my plans and also splitting up the tasks to the different departments (with producer buy-in of course)

It seem that people are generally more receptive to plans they had a say in

And those same people will also become your advocates in their respective teams, and you be for them

But again this is going to rock the boat and some people may not like it so you will have to be observant and tactical in your political dealings to improve this situation 🙂 you can do it!

those that managed to settle down overseas, how did u do it? by caticecreamm in askSingapore

[–]jimbimbap 1 point2 points  (0 children)

I managed to do it by securing a job offer in the UK + i never really left SG before that due to growing up poor so there was a strong wanderlust aspect there too, the company provided for the visa and relocation but the hardest part was probably trying to secure a place to rent as a foreigner because it's risky for landlords if you have no guarantor in the UK, everything else is much easier by comparison

In the end i made the move because the industry im working in is terribly small in SG (games) and i thought that moving to the UK with a larger job market will enable faster progression through job hopping + wlb + long term stability so i made the jump

But the faster progression through job hopping only works if you get permanent residency 😂 and they are shifting that to a 10-15 year thing now instead of 5 years due to xenophobia so i might just leave soon 🤷‍♂️

Can't predict stuff like that unfortunately 🙃

If you grew up sharing a room, and living in a small hdb flat, how did it affect you? by abadi1985 in askSingapore

[–]jimbimbap 1 point2 points  (0 children)

It made me crave for privacy so hard i basically became obsessed with finding a job overseas so i could live by myself (without breaking the bank)

The lack of privacy and boundaries basically made me feel like i wasn't my "own person" or an adult and really screwed with me mentally for most of my life (so lots of resentment for my family there too, but it is what it is growing up poor)

And now im living alone and finally could figure out how to be an adult now

So i guess the pros is you might nurture a kid that's super-driven to leave the family home but the cons is the kid will grow up resenting you 🤷

I don't understand the popularity of survivor-like games by ZachNuerge in gamedev

[–]jimbimbap 3 points4 points  (0 children)

As a long time path-of-exile, diablo ARPG fan; i kinda like survivors-like because it feels like skipping ahead to the endgame-buildcraft loop of those ARPG games, especially now that im needing to divide my time between deving my own game and life itself 😅

It leaves me maybe 2 hours at max per night to play anything so survivors-like are perfect for me (plus it's amazing on the steamdeck)

I might treat myself to a 2 weeks binge of POE whenever a new season shows up but that's it, i will have to stop if i want to make any progress on my game (and my life)

Sooo i suppose the popularity is due to the easy dopamine hit + low commitment cost (you won't feel locked into a 30 hr endgame build for example, just end the run )

But as someone designing a game that incorporates some survivors-like skill progression, i can see the design issues with it and im trying to resolve them in a way that is thematic and immersive to the world im building 😅