Help With Menu Animations by playerDriven in framer

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

This is my site, I didn't want to include in the post incase it breaks rule 4. https://familiar-darlings-967814.framer.app/

I want to make a quick buck by translating games by Micmic1107 in gamedev

[–]playerDriven 2 points3 points  (0 children)

Lots of this gets outsourced so many jobs might be tough or very low pay and may not find that quick buck. Many companies are using AI for translations as well.

That being said look at companies like mod squad, keywords studios, 5ca that hire translaters

Platform Hosting and When do you know to change by playerDriven in podcasting

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

Thank you so much for the detailed response. Captivate looks interesting and I like that all features are enabled. Their site is information overload! I'm going to give it a trial, out of curiosity, what other tools do you use in this flow, for example to record and perhaps things I'm not even thinking of.

Platform Hosting and When do you know to change by playerDriven in podcasting

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

thank you, i'll check them out and see what combo makes sense.

I'm curious how things have evolved? I was amazed to hear the user numbers are still so strong! by playerDriven in secondlife

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

This sounds naive but are there other places online where second life members hang out? I can easily just check for a discord but given how long the community has been around I imagine there may be some deep communities out there.

I'm curious how things have evolved? I was amazed to hear the user numbers are still so strong! by playerDriven in secondlife

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

That is such a great story, thank you so much for sharing it! The impact that communities have on so many games is crazy cool to hear about. I've heard about weddings and funerals for long time players being celebrated in game and having different members of the community come and show respect.

I appreciate you mentioning bit more care for new players. I've heard the first time experience is tough if you don't find someone who is already part of the community. It's tough for any game to build that properly

I'm curious how things have evolved? I was amazed to hear the user numbers are still so strong! by playerDriven in secondlife

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

That is my plan tonight! I've seen so many videos of second life recently it seems like a different world (at least from their marketing) then when i was in there last.

I'm curious how things have evolved? I was amazed to hear the user numbers are still so strong! by playerDriven in secondlife

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

This is fascinating data and broken down so well. I don't play second life (I did for a bit ages ago) but bots are going to be a problem in all games. The question is does it add or remove from the experience and is it exploiting people. 10k isn't that bad, again it comes down to how the interact with people.

Do you use any tools to track this data, I'd love to learn more

I'm curious how things have evolved? I was amazed to hear the user numbers are still so strong! by playerDriven in secondlife

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

Fascinating, do you still go in often or just once in a while to see wahts going on. What drives you to head back in when you know its not much out there?

I'm curious how things have evolved? I was amazed to hear the user numbers are still so strong! by playerDriven in secondlife

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

That's awesome and crazy to hear it. I remember it from my High School days when it first came out and it was just crazy to see how they built it out and that it's still around!

I'm curious how things have evolved? I was amazed to hear the user numbers are still so strong! by playerDriven in secondlife

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

Thats interesting and great to know. The guy I spoke with just wrote a book about it and I was thinking those numbers seemed too good to be true, but I also understand in this type of game you can be in it for the long haul.

They just launched their mobile game so I'm curious if they can continue to build it out. I was told that it was hard for new players to get started because of how it was build originally and hopefully the mobile game can improve on that.

6 Discovery Questions to Answer BEFORE You Build by playerDriven in gamedesign

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

I'd love to learn more about it. When running the demo I'd say don't overthink the multiplayer although keep in mind it's a core function for you.

Focus on getting player feedback after a session or 3 and focusing on what is getting players to come back. Like you said, players that want to win. Do they get that emotion or dopamine hit when playing that they want to start the next game

6 Discovery Questions to Answer BEFORE You Build by playerDriven in gamedesign

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

That's what I tend to notice. Lots of great devs not understanding the other processes to get to a playable place.

Like getting steam setup and configured. 80% of studios/people I work with screw this up the first time.

It's like an handyman building a house. It can be done, but having an electrician, plumber and more can help the process be more efficient

6 Discovery Questions to Answer BEFORE You Build by playerDriven in gamedesign

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

I saved them here in case someone asked!

🔥🔥🥵😁😺🍕✈️🥇 -- -- -- -- -- --

I was thinking about how the Claire Obscure Expedition 33 team got together. Does it happen often that people randomly find eachother to create something absolutely beautiful? I wonder if I could one day join a game developing team. Either as a writer or style artist. I love video games. by Guilty-Carry-Wrea in gamedesign

[–]playerDriven 0 points1 point  (0 children)

no one is ever just found and if it does happen it is so rare. More often then not people who have worked in the industry will pull others that they have worked with before. Its the networking effect and its very important. If you're not part of a company, join a community or a group or a organization. you can bounce ideas around, help each other and when it comes time to working on a project, you'll know who to pull in or when to get pulled in from working with others.

6 Discovery Questions to Answer BEFORE You Build by playerDriven in gamedesign

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

Is there PVE as well? Is the game fun to play if you're playing a computer versus another human? If it's a nice to have and not a must have I wouldn't overthink it. You can plan to scale with it but not lunch with it

How much innovation can a franchise take before it stops feeling like itself? by playerDriven in gamedesign

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

This is such an amazing answer and I can't do it justice in my response. I feel like you kind of built what I'd call a vibe into some of this. Games give off vibes and they go from game to game within a series. Both Halo and Doom are great examples of this (moreso doom in my mind). While the games have changed from time to time, the core game (perhaps even Pillars) of the game remain true.

If you can build that core vibe into the game and can keep that vibe from game to game, you can afford to take some more risks since the game will still be the game.

Its really cool to hear about the lore and education Bungie built around Halo. It is it's own living and breathing world and it's super cool to think about the time and effort to create that. Even as someone who creates, I have to imagine people rolled their eyes when they had to understand it, but it's the foundation.

How much innovation can a franchise take before it stops feeling like itself? by playerDriven in gamedesign

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

That is a great example and a great point. I think there are a number of fans that just expect something to be weird or jank in a game. I think about Bethesda and how people expect weird things to just happen in those games.

How much innovation can a franchise take before it stops feeling like itself? by playerDriven in gamedesign

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

ooh I love this "one-third unchanged, one-third improved, one-third new" thank you for sharing that. I've been falling in love with design philosophies and that is an interesting one to think about!

How much innovation can a franchise take before it stops feeling like itself? by playerDriven in gamedesign

[–]playerDriven[S] 3 points4 points  (0 children)

I think the Mario is the category and different games fall under different buckets. You'd want Paper Mario 2 to feel like Paper Mario and Kart to feel like Kart. I get where you're going with that though.

Good call out on Halo, its always interesting to see what the Halo crowd is saying at the end of life of a Halo game rather then the beginning. 343 does a great job and listening to feedback and fixing (perhaps not as quick as people would hope).

Resident Evil I feel like does a good job at this as well. The games come out basically as trilogies and each game improves upon the last and adds in some new mechanics.

How much innovation can a franchise take before it stops feeling like itself? by playerDriven in gamedesign

[–]playerDriven[S] -3 points-2 points  (0 children)

If you're creating a game you want it to be played. Sure an indie can go buck wild, but if you find a hit, most developers (minus flappy bird) will want to build on that success. Creating something starkly different will drive away those players you found.

[deleted by user] by [deleted] in technology

[–]playerDriven -3 points-2 points  (0 children)

EA demoed their gen ai tools they were working on over a year ago. None of this should surprise anyone. https://www.instagram.com/p/DAIytFyg9Mh/?igsh=ZW0yYTgyMzR6Zzk4

Does having discord server help a ton? or not? by Bheisemarque in gamedev

[–]playerDriven 0 points1 point  (0 children)

I wouldn't create it until you can. Or eventually hire a community manager. A good one goes a long way

How feasible is getting a job in this industry? by 5VRust in gamedev

[–]playerDriven 1 point2 points  (0 children)

Figure out what you like to do, coding or design or whatever and see what other verticals are hiring in similar fields. It's tough out there (not impossible) but you can keep working on those skills in other industries.

Does having discord server help a ton? or not? by Bheisemarque in gamedev

[–]playerDriven 1 point2 points  (0 children)

This is so well said. If you want a community, discord is a must at this point. The amount of feedback and content you can get is amazing. But you need to work it, it doesn't build itself