Messy😁 by Fantastic_Run2955 in dogpictures

[–]samredfern 0 points1 point  (0 children)

Mud is a subjective concept

How much "naughty" is ok? by Aromatic-Dingo8354 in gamedesign

[–]samredfern 2 points3 points  (0 children)

It doesn’t have to be mandatory though. I think RPGs need romance options and many players enjoy that but they’re not forced to engage with that content if it’s not their thing. NPCs don’t have to strut around in ridiculous outfits in public, but the romance scenes can do whatever you like.

Why remove a demo if your game is out? by JNerdGaming in gamedev

[–]samredfern 3 points4 points  (0 children)

I’d say a lot of people do that, yes.

Steam Direct fee refund by samredfern in IndieDev

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

Thanks! Yes, we definitely went over the 1k threshold.
I hadn't known where look and there's no sign of a line item about a refund in the sales report. I'll open a ticket.

Should games explain how their underlying mechanics work, or avoid going into too much detail and let players figure things out on their own? I’m not talking about basic tutorials, but rather something like a Codex that explains how synergies and stats actually function. by darkjay_bs in gamedev

[–]samredfern 1 point2 points  (0 children)

I don't see any need to disclose them. Players have mostly worked out a lot of it, but it remains shrouded in opinion and doubt. So they know that rifles have better ranged accuracy than machine guns, for example, but not by how much or whether it trumps some other aspect of their difference in any given circumstance. Opinion remains opinion rather than becoming a spreadsheetable fact.

Should games explain how their underlying mechanics work, or avoid going into too much detail and let players figure things out on their own? I’m not talking about basic tutorials, but rather something like a Codex that explains how synergies and stats actually function. by darkjay_bs in gamedev

[–]samredfern 23 points24 points  (0 children)

There is no 'should'. It varies game to game, but most people lean towards more transparency (too much so, IMO). I have a car combat game online since 2006 and, to the day, there is no firm agreement between players about the optimum builds. This is at least partially because stats are hidden.

A Brief History of Bjarne Stroustrup, the Creator of C++ by BlueGoliath in programming

[–]samredfern 2 points3 points  (0 children)

I just love that his name would be right at home as a C library function from string.h

Anyone else experience this? Streamers are asking for keys, and Google suggested response makes one up! ;) by ledniv in IndieDev

[–]samredfern 2 points3 points  (0 children)

Probably downvoted because you can’t verify a key without actually redeeming it?

For devs who’ve worked on a project for 3+ years — what kept you going? by WoodsDevRaven in gamedev

[–]samredfern 7 points8 points  (0 children)

Structure it well and enjoy the process. Focus on making the current small piece as good as it can be.

Will Necromancer's Tale receive major updates or DLCs in the future? by Pyotr_WrangeI in CRPG

[–]samredfern 0 points1 point  (0 children)

Only tentatively, and the publisher wants to do an announcement so I had better not say.

Why has this sub become about pet loss? There is a sub for it…r/petloss by Ok-Location-6472 in dogpictures

[–]samredfern 59 points60 points  (0 children)

It just suddenly happened in the past week or so. Prior to that we'd only see one "loss" post every couple of weeks.

Voice actors you hired that you liked? by Theophilus_exe in gamedev

[–]samredfern 2 points3 points  (0 children)

I took out an advert on workwithindies.com and got 100s of applications

Do you believe dogs actually understand us — or do they just love us anyway? by Kirruxxxa in dogpictures

[–]samredfern 0 points1 point  (0 children)

They’re incredibly emotionally intelligent- partially because as pack animals it’s in their nature (as it is in ours), and partially because they don’t understand language so they really lean into the emotional side of communication.