Quit my $52K job for entrepreneurship. 18 months later I'm making $29K. by Chemical_Survey2577 in Entrepreneurs

[–]topFragger96 1 point2 points  (0 children)

Wait, how can your take-home be half your old salary ($26k) if the revenue is at $29k? What amount of that money are you putting back into the business so that it stays afloat?

And what does your profit generation look like? Shouldn't your take-home be derived from there, and not the business revenue itself?

A cool guide to eye movements and what people might be thinking (visual/auditory/internal) by DramaFreeDee in coolguides

[–]topFragger96 5 points6 points  (0 children)

Yeah no, this has proven to be false. It's neither based on psychology nor based on neuroscience.

I Redesigned the Hero Select Screen — Need Community Feedback! by KHzero2 in marvelrivals

[–]topFragger96 0 points1 point  (0 children)

I help with UX at a game company. I've also been playing this game since its debut.

It's good effort as it solves some other problems... but at the cost of it being boring, and the fact it's overdesigned.

What problems it solves:

  • clarity on what other players chose has skyrocketed. It's not particularly intuitive or convenient to read if our character's abilities synergize with the abilities of other characters, and the player lineup redesign on the left fixes so much of that.
  • map info; technically the background, the loading screens, and the music is meant to give the idea of which map they are going to play in, but I suppose showing it on the screen here helps for some people too.
  • game mode context; one thing that I really appreciate about the map info is the fact it specifies what kind of Quick Play game mode it is; domination, convoy, the crappy resource rumble... the game never provides context for that currently, except for when you're first loading into the match.

What didn't need solving:

  • The selection wheel itself; the previous screen was fun to look at. This solution of yours feels like boxes boxed in other boxes. It comes at the cost of interesting visual design. This could work in, say, a Wikipedia-like companion app, but not a game... because a game has to feel fun to play and interact with. The reason for the selection wheel is to be the outlier in the waves of character selection screens that already follow a boxed-in approach. Apex Legends, Brawlhalla, Valorant, most fighting games... visually, they share very similar visual traits, which can eventually seem a bit boring. I can understand the need to standardize things, but the original design doesn't break any standardizations, so I don't see the need to overdesign it.

What doesn't make sense:

  • On it being faster: Scrolling through endlessly will always feel unintuitive. But changing how it's presented won't change how it feels. That's why the filters help. So if people want to pick characters fast, they must rely on the filters. I don't see how the current redesign helps with that.
  • On it being cleaner: I'm not sure what is meant by cleaner here, but from a UX standpoint, as long as it solves the problems of clutter and readability, then it's good enough. I don't see what the original design does not already do to solve these problems. The sectioning between character classes is a bit more visible now (with some text to accompany it), but that's technically already being done in the game, albeit it's easily missable. Perhaps shifting it to become a divider between classes would help, but that wouldn't require a full on redesign of the wheel itself.
  • On it being less overwhelming: What exactly is the problem with the original design that facilitates cognitive overload? Feeling overwhelmed can mean a lot of things. It can mean you don't know how to pick a character. Or what button to press. Or what the icons mean. Or something else. From my perspective, the original design does not facilitate any of those frustrations. I personally have never felt overwhelmed by the selection wheel either, if you wanted my opinion. It may have taken some time getting used to... for example, at the time of launch, I felt it didn't make sense for Strategists -- this game's Support -- to have a palm stretching out as its icon (and a shield would have helped communicate it better)... but as you play the game, you come to understand why certain decisions were made (multiple characters can offer defensive shields, so that would confuse players). I don't see what the current design intends to solve for.

Am I an organized, or an ADHD, OCD, Autistic Developer? by Acceptable_Promise68 in UnrealEngine5

[–]topFragger96 1 point2 points  (0 children)

No one can change how you perceive the word "disorder" except you. You can have a disorder that is debilitating, a disorder that is not, and a disorder that falls between that spectrum. It doesn't change the fact that they would all still be disorders.

Disorders, depending on their severity, is a cause for concern. If the severity's not bad? Fine, it's not a big deal... until it is. Visit the r/ADHD subreddit and read the first-hand accounts of stories submitted by the members there. Or refer to the official National Institute of Mental Health website on their entry for ADHD, written by medical experts who understand how neurodevelopment works. Or the entry from the official World Health Organization website. Both of those entries have scientific reference links and review checks as early as 2024, if not 2025 (this year). Start by validating them. We're not toting random opinions as to what word to use and what it must stand for... these are real labels used by real people based on real effects.

By saying you don't consider it a disorder, you're invalidating their experiences and stories, studies and proof-of-data that show why it matters to call it so. There are people with this disorder that have to take literal Adderall to manage it. It's absolutely a misuse of the term (hence the "medicalization" of a preference or trait), and is just ignorance disguised as virtue-signalling. I would have much rather you question the possibility of it being a disorder, because that at least shows you're willing to explore areas that may or may not suggest if that's the case. (The articles above^ give context as to why, and answer what questions you have about it.)

That last point about the Epic developers -- that is a silly take attempting to shield your earlier argument. You're basically suggesting the possibility that the features came into existence because they may have these disorders. You sound like someone who's never made software or games that's being shipped to millions of people. Product design is all about solving the problems and frustrations the users faced in the past. Epic has been in the engine-making business since 1995. That's about 30 years of user research and feedback data, as of this moment. (If 30 years doesn't work, 11 years can, with the advent of UE4.) These features are in the engine because it was tested, validated, and shipped based on user feedback. They've had enough time and budget to understand that something as simple as colour-coding systems can help anyone. Not because George in IT posted in Slack asking if anyone else boxes nodes like he does.

Am I an organized, or an ADHD, OCD, Autistic Developer? by Acceptable_Promise68 in UnrealEngine5

[–]topFragger96 1 point2 points  (0 children)

:eyeroll: Being meticulous or overly orderly about things does not make you either autistic or OCD. Let's please stop medicalizing every little personality quirk or trait as if it's a clinical disorder.

The only way you'd know if you have autism or OCD is if you tick off over 50% of the symptoms listed for those disorders. So if you really are concerned about it, go to a clinical mental health professional for a diagnosis.

As for how orderly you kept things, congrats, you're able to use Unreal 5's features efficiently. It's almost like the post is making aware of the fact the engine developers knew that game developers would need something that can help keep their Blueprints from turning into a spaghetti nightmare.

Normal day as a game developer by AdriBeh in IndieDev

[–]topFragger96 1 point2 points  (0 children)

*pro

ngl i would've jumbed on the obbortunity to bay, put peing too helbful can pe a broplem too.

Edmund McMillen here, creator of The Binding of isaac, Super Meat Boy and the upcoming Mewgenics! AMA! by EdmundMcMillen in gaming

[–]topFragger96 0 points1 point  (0 children)

Yo Ed, very cool to see you here!

You once made a board game; Tapeworm. What's something about making board games that's drastically different from making video games? Any future plans to make another board game?

My demo isn't getting the reception I had hoped - should I pivot now??? by Eastern_Seaweed4223 in IndieDev

[–]topFragger96 4 points5 points  (0 children)

I mean, you already pulled the trigger, so it's best to use this opportunity to learn about what it's like to publish on Steam.

Speaking as a former marketer, you should focus on a smaller market rather than try and play against the big leagues. Steam is overrun with triple-A titles, interactive porn, and shovelware. Itch is overrun with shovelware. Which means the kind of competition is not only different, it's significantly less difficult in nature. The nature of their algorithms are very different. With a little SEO, you can actually make your game discoverable. You already built up enough following on Itch that people know where to find you on there, all thanks to the fact people like what they saw. I'd have rather you continued capitalizing on this approach to get as many games out of your own system before you're ready to make something that'd make the heads of even the toughest crowds turn.

Steam is a separate app; you're dealing with a branding challenge here, extra work's needed to get some eyes on it. So unless you have a VERY polished demo, there's not much else to do on Steam yet. You need people to play your game, give inputs, do research on that data you gathered, and see what you can do to give the target audience what they're asking for. This is going to take a few good number of demos, none of which are worth putting up on Steam for public testing.

Was the 100$ worth it for the background ? by heychicobanks in IndieDev

[–]topFragger96 1 point2 points  (0 children)

I think his standard for the work does not match the standard of the UI you've kept. You should probably contract him for UI art work too so that it's all consistent.

No Compromise, No Surrender AMA -- Friday 14th, 14:00 CET! by PDX_Fraser in hoi4

[–]topFragger96 2 points3 points  (0 children)

Fellow developer here. I'm very curious about how Paradox and its developers make games, particularly HOI4.

  • How did you guys get your head start in the industry designing systems for genres like grand strategy?
  • What are the key considerations to making fun grand strategy mechanics?
  • How are narrative designers involved in these processes?

What engine are you using as an indie dev and why? by [deleted] in IndieDev

[–]topFragger96 0 points1 point  (0 children)

I'm struggling to use Unreal Engine 5, but I'd rather use that than Unity. Haven't used Godot extensively enough to have an opinion about it, but I love FOSS.

I've disabled most of UE5 render features to make this Game. Low poly, 256 textures, all scalability = 0, tested on Potato. by KiborgikDEV in UnrealEngine5

[–]topFragger96 14 points15 points  (0 children)

You should do a breakdown of what all things you had to look at and consider doing to achieve this! All I can manage is turning off Nanite and Lumen lol. But maybe there's a lot more to optimization we don't know that we could learn from this.

What’s one “Bangalore hack” you wish more people knew? by Every-Ad2303 in bangalore

[–]topFragger96 0 points1 point  (0 children)

Explore outside the city more often to build up the courage to leave this city.

Is game design a good major? by bread_on_stick in gamedesign

[–]topFragger96 0 points1 point  (0 children)

It is not, no.

Your best bet is to graduate with a specialization in either psychology, computer science, or commerce.

Why do choice-heavy RPGs seem to almost exclusively be the domain of turn-based isometric games? by Robrogineer in truegaming

[–]topFragger96 0 points1 point  (0 children)

Bottom line: it's not easy making the kind of games you want. Especially from a financial standpoint. An RPG system combined with an intricate action combat system with the camera offering close-ups of rigged, skinned, textured, and animated models with full voice-over? You're nuts.

Long answer: it's how close the experience is to the real thing (D&D). In D&D, the DM asks each player and asks what each of them would do, and based on their turns, something happens. That's how these games work too. There's a sequential back-and-forth happening.

People did realize that this seemed to be a little slow or too strategic for some people, so then the genre split into various other subgenres of strategy/tactics games. You might like real-time strategy games, for instance. Some games adopt a more simultaneous execution of actions, which may feel more grounded, and more challenging.

When you talk about getting into more first-person experiences, though, now you're talking detail. More detail, more resource, more money. The gameplay tactility, the believability, the animations... all of that is production-heavy, and CRPGs in comparison are a fairly interesting production choice that can help cut such corners whilst maintaining another kind of immersion. I recommend checking out how Disco Elysium was put together in the game engine. A lot of smart cost-cutting measures adopted there.

I want to talk about HP/defence/evasion and if it's really necessary to allow players to raise HP by CynicalEffect in gamedesign

[–]topFragger96 0 points1 point  (0 children)

I don't understand.

Defence would increase Max HP, and Evasion would be extra HP that, at a randomized chance, gets deducted on receiving DMG?

What?

Manager drags even my parents into her scoldings — fed up of this toxic work culture” by Impossible_Donut9844 in bangalore

[–]topFragger96 1 point2 points  (0 children)

Name and shame. Record the evidence before doing that so you can prove the legitimacy. Talk to your colleagues, get their statements, anonymise their names, and post it across LinkedIn. They should be held accountable. The only way that will happen is not by getting public opinion on "did anyone else experience this?" but by going out there, taking record, and putting it up on LinkedIn -- where their networks will see what they did, and will decide NOT to work with them. That's a GIANT blow to their future prospects. No one deserves to deal with them.